userDaniel Pcancel

1,646 Commits over 427 Days - 0.16cph!

12 Months Ago
Bugfix: don't create and access a dangling Item when Pooling is enabled - at the same time it also optimizes inventory processing by batching the update as a result of multiple equipment events. Tests: Tested by loadinga a save that borked the inventory by spawning NPCs - passed. Also validated that in multiplayer, wearables update when the player sleeps if they got changed by a different player.
12 Months Ago
Update: adding a server "itemmanager.enablepooling" convar to control item pooling - starts off by default Item pooling is too unstable to not have a dynamic switch - already got bit 2 times by it. Who knows what other horrors are hiding out there. Tests: enabled after loading craggy, gave an ak - saw an uptick in pool.print_memory telemetry. disabled, despawned ak - no changes in telemetry.
12 Months Ago
Merge: from main/item_pooling This fixers the NRE on server tick (and blocker for joining). Tests: loaded a save that consistently produced NREs - not anymore
12 Months Ago
Bugfix: disabling Item pooling This causes issues on the server which prevents playing. Tests: loaded a save that consistently produced exceptions - not anymore.
12 Months Ago
Merge: from main Tests: none
12 Months Ago
Merge: from item_pooling This reintroduces pooling for Items while fixing the original bug that caused their backout. Tests: build all modes in editor, tried to repro original bug - didn't happen.
12 Months Ago
Merge: from main Tests: none (no conflicts)
12 Months Ago
Bugfix: Don't throw when cancelling partially finished crafting queue work item Tests: Got 2 stacks of 300wood, scheduled 2 single doors as a single crafting operation, cancelled after first door crafted - no exceptions
12 Months Ago
Bugfix: avoid sending consumed-0 telemetry events when crafting Tests: Had a queue of 2 items with perfect resource allocation - hit breakpoint once on first item craft instead of twice as before
12 Months Ago
Merge: from main Tests: none
12 Months Ago
Merge: from itemcontainer_pooling Fixes the "Double init of inventory!" assert on killing NPCs. Tests: spawned scientist NPC, killed them - no assert logged, corpse still clothed and loot present.
12 Months Ago
Merge: from main Tests: none, no conflicts
12 Months Ago
Bugfix: Remove assert that forbade double-loading of ItemContainer-owning types - Removed a separate dead assert Entities can be synchronized over the network multiple time via doing a whole load, which invalidated my previous logic. Tests: Spawned a bunch of NPCs and killed them - they didn't generate asserts.
12 Months Ago
Update: Bringing back Item pooling - Added a couple extra fields that were missed Still need to reproduce the NRE we encountered earlier. Tests: built all modes in editor. Spawned an AK, put an ext-mag on it, threw away to despawn, spawned a new one - didn't have attachments
12 Months Ago
Merge: from main Tests: default editor build
12 Months Ago
Clean: removing obsolete methods from Pool Tests: built all modes in editor
12 Months Ago
Merge: from main Tests: editor build
12 Months Ago
Merge: from itemcontainer_pooling Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
12 Months Ago
Merge: from main Tests: editor compiled
12 Months Ago
Update: Assertions to catch leaking ItemContainer on init - Removed lazy cleanup on init - due to Load-Init flow it's dead code - Removed a redundant ItemContainer.Clear call Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
12 Months Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
12 Months Ago
Clean: removing overriden-but-not-really method from LootableCorpse Tests: none, trivial change
12 Months Ago
Clean: simplifying ItemContainer.MarkDirty Tests: none, trivial changes
12 Months Ago
Update: ModularVehicleInventory pools ItemContainer - Had to cause it to discard MVI on server destroy to properly clean up pool containers. Can add MVI pooling later. Tests: on craggy approached one of spawned vehicles, inserted pistons in the engine then blew up with c4. Pistons dropped, next spawned vehicle didn't have them. Telemetry had expected values.
12 Months Ago
Update: ContainerIOEntity pools ItemContainer - reimplemented inventory accessor to be backed by an explicit private var Tests: spawned small rain collector, destroyed it - saw expected changes in telemetry
12 Months Ago
Update: ItemBasedFlowRestrictor pools ItemContainer Tests: in editor on Craggy made fusebox mortal and shot it - saw ItemContainer returned to pool
12 Months Ago
Update: DroppedItemContainer pools ItemContainer Tests: spawned a wooden box, added rock and torch, destoyed it with AK. Looted the dropped container, it disappeared. Saw the uptick and downtick in telemetry when expected.
12 Months Ago
Bugfix: Avoid dangling ItemContainer reference on Clear. - ItemContainer.Clear now removes items immediately, rather than deferring them to ItemManager's removal queue - Callbacks are also invoked earlier, before the ItemManager's removal queue pumping - Instead of sending out per-item ItemContainer-MarkDirty events, we only do 1 for all - ItemContainer.Kill also clears onPreItemRemove and parent This prevents a pooling bug where we recycle ItemContainers in same frame before ItemManager removal queue being pumped. It would lead to "invisible" items occupying the inventory. Tests: Spawned a wooden box, filled it up with stuffs, destroyed it - dropped container spawned with inventory(instead of dropping on the ground). Looting it caused it to despawn(instead of stay in the world).
12 Months Ago
Bugfix: don't invalidate ItemModContainer's availableSlots - Also restricted access to availableItems to prevent future accidents and make it easier to reason about list's lifetime. This is my bug - Pooling resets available slots on ItemContainer, so if they're shared by ref - original source gets nuked. Tests: got ak47 with ext mag, dropped it, it despawned, spawned new one, tried to put rock into gear slots - it got rejected
12 Months Ago
Update: output results in micros for Recursion test Tests: ran the benchmark, confirmed output
12 Months Ago
Update: PlayerLoot pools Client-side ItemContainers Tests: tested both server-client looting and just client looting. checked telemetry on both sides - saw expected ups and downs.
12 Months Ago
Update: forgot to allocate the ItemContainer from pool for IndustrialCrafter Tests: Setup a T3 workbench with industrial crafter and ak bp(saw an uptick), broke the foundation(saw a downtick), setup again - it was empty as expected
12 Months Ago
Update: IndustrialCrafter pools ItemContainer - reimplemented properties as explicit interface props where applicable - cached LootPanelTitle translated phrase (as it was allocating on every get) - removed dead code in CanPickup - got rid of if branch on ServerInit (since we now destroy inventory on entity destroy) Tests: Setup a T3 workbench with industrial crafter and ak bp(saw an uptick), broke the foundation(saw a downtick), setup again - it was empty as expected
12 Months Ago
Update: Item & ItemModContainer pools ItemContainer Tests: spawned an AK, added extended mag, dropped it - saw uptick. after it despawned - got downtick. Spawning another AK gave me a fresh and empty one.
12 Months Ago
Bugfix: missed original allocation in PlayerCorpse Tests: none, trivial changes
12 Months Ago
Update: PlayerCorpse pools ItemContainer Tests: dressed up, suicide, saw uptick of containers, body disappeared, saw downtick of containers. Repeated, got expected results and didn't see a leak
12 Months Ago
Update: LootableCorpse pools ItemContainer Tests: Equipped a horse with backpack and items, killed it - saw the uptick in ItemContainer telemetry, then once corpse despawned, it ticked down.
12 Months Ago
Update: PlayerInventory pools ItemContianers Tests: equipped backpack, loaded up on items, killed self and checked that look transferred properly. Confirmed recycling in 2p session by killing the sleeper.
12 Months Ago
Update: BaseRidableAnimal pools ItemContainers - Also "fixes" silent id leak by returning it Test: On Craggy, equipped and shot a horse - saw 2 ItemContainers returned to pool in stats. Spawned another one - they got consumed, and gear was empty.
12 Months Ago
Clean: remove BaseRidableAnimal.OnInventoryFirstCreated - Inlined only usecases's event code into init - Cleaned up double-nested ifdef and a bunch of newlines It has been used incorrectly anyway and was misleading. Tests: none, trivial changes
12 Months Ago
Update: ShopFront pools ItemContainer - also deleted empty virtual override Test: 2 player session with a shop front, one was interacting with the front while I destroyed it - items dropped, next front clear
12 Months Ago
Clean: Remove redundant StorageContainer.ResetState All the cleanup is already done in DoServerDestroy. Might be worth consolidating these callbacks in the future. Tests: none, trivial change
12 Months Ago
Update: StorageContainer now pools ItemContainer - had to introduce a member variable to avoid funky pool API usage because oif property - also had to relax empty container assert, as there already are cases that don't clean up their inventory on kill Tests: on Craggy killed all entities via console, saw the pool container stats go down to 0
12 Months Ago
Update: ItemContainer supports IPooled - Minor fix - avoid double returning container UID - replace a static-readonly with a const Right now there's only 1 place that pools ItemContainers(reclaim manager), so impact of this is low. Tests: in softcore killed self and looted reclaim backpack. Tests:
12 Months Ago
Optim: avoid copying items on container clear - Also consolidated it into one function. Did an overview of existing code, didn't spot cases where we can try to modify the container as we're clearing it. Tests: killed a bunch of animals, loaded up a wooden storage box then killed it
12 Months Ago
Update: Adding a couple tail recursion perf tests - also comes with a vailidity unit test Going to be used to do a write up for the weekly perf blog post Tests: Ran these perf tests in editor and player, got kind-of expected results.
12 Months Ago
Merge: from main Tests: none
12 Months Ago
Merge: from fix_hitinfo_pooling Tests: all modes build in editor, got attacked by animals then injure->kill - correct killer (and no leaks of HitInfo in Pool)
12 Months Ago
Bugfix: show valid last attacker when suiciding We used to cache pooled HitInfo which could cause it to be randomly modified by other hit processing. Now we cache a value struct isntead of hitinfo. Tests: solo session, get attacked by an animal, then run injure -> kill. Used to see self as killer, now see animal
12 Months Ago
Bugfix: Fix server-side leak of HitInfo for player melee attacks Still on the lookout for the sourc of bad death screen info Test: local session, couple hits by p2 and the pool numbers for HitInfo stayed stable