userDaniel Pcancel
reporust_rebootcancel

1,870 Commits over 457 Days - 0.17cph!

Today
Merge: from analytics_queue_rewrite - Bugfix for missing session-start event from Client, invalid session-end event from Client, malformed json aggregation - Added support to edit upload intervals (tied to existing same server vars) - Adjusted uploaders for some tables to avoid trying to send to our backend Tests: unit tests + manual testing on Craggy (S+C mode) and Bootstrap (C only)
Today
Merge: from main
Today
▊▊▉▇▋▇: ▅▅▅▆▅█▊▌▉▊▉ - ▆▉▍▅▄▋ ▍█▆▇ ▆▉▉▋▄▊▇ ▆▊▉█ ▍▌▇▍▄▊▅▍▊▆▄▆▌▉▉▆▄ ▉▍▊▍ ▉▄▌▊ ▊▉▅▌▇▊ ▌▄▅ ▇▋▉▆▄▅-▋▉▊▅▆▆▊▅▉ █▆▊▋▍▉▇▋▉ ▆▇ ▄▍-▅▇▊ ▅▅▋ ▆▋▊▌█▌ ▌▇▌▍▉▇▍ ▇▊▇ ▄▍▄▅ ▊▍▍▄▍▊▄▋ ▇▇ █▄▅▌▍▋▌ █▆▌▄▅: ▉▌▍▍▇▋▇ ▋▆▋▄ ▄▅▇▌▉▌, ▋▌▄▄▉██▆▄ █▍▉▊ ▊▆▄▉█▄▄ ▄▇▆ █▉▄▋▄▄▋▊/▍▆▉█▄▍▄▍██▋
Today
Update(editor): AnalyticsV2 - emit session start event This is to make validating analytics on the backend easier (as this helps to form a full session) Tests: with logging enabled observed session-start being fired before player_connect for server is sent
Today
Update: AnalyticsV2 - add support for changing upload intervals - made RuntimeProfiler and TickLogger adjust their intervals Tests: enabled runtime profiler and changed interval - confirmed sent when expected
Today
Update: AnalyticsV2 - restore gameplay_events upload interval Accidentally submitted while testing it yesterday Tests: none, trivial change
Today
Bugfix: AnalyticsV2 - don't spam "appended 0 bytes" when logging is enabled Tests: none, trivial change
Today
Bugfix: AnalyticsV2 - ensure events sent at shutdown have valid steam tickets Done by pumping steam event queue while analytics thread is shutting down Tests: unit tests and ran Client mode in editor
Today
Bugfix: AnalyticsV2 - only recycle auth tickets if not consumed them - Added extra checks for early steam shutdowns Previously we would eagerly cancel tickets, which is not api-appropriate. Now only doing so if either an exception occured or we're in dry-run mode Tests: ran unit tests. Still can't catch why auth ticket is sometimes null on shutdown
3 Days Ago
Bugfix: AnalyticsV2 - fix invalid Json aggregation - logs are aggregated again to reduce spam This breaks azure bulk aggregation, but now the code structure is in place to support both Tests: ran unit tests
3 Days Ago
Bugfix: AnalyticsV2 - don't miss client-only initialization during bootstrap flow Tests: monitored client bootstrap analytics
3 Days Ago
Bugfix: AnalyticsV2 - skip client analytics if steam hasn't been started Tests: none, trivial change
3 Days Ago
Bugfix: AnalyticsV2 - Log and DryRun no longer skip accumulators and uploaders once changed As an extra, it got rid of a bunch of inheritance code Tests: ran unit tests and logged analytics in editor
3 Days Ago
Merge: from main
3 Days Ago
Update: UsePlayerTasks - ensure SendEntitySnapshotsWithChildren_AsyncState have equally sized batches Previously we counter players for batch limit (skipping it's hierarchy), but that could lead to lopsided unequal tasks Tests: couldn't test this one, but it's similar code to other places so should be gud
3 Days Ago
Optim: UseOcclusionV2 - ServerOcclusion caches unoccluded connections - removed couple redundant if checks This allows us to completelly skip faster-but-still-slow ShouldNetworkTo that have internal hash lookups in SendNetworkPositions - hoping it'll speed it up 50% Tests: ran in and out of occlusion on Craggy. disconnected to validate sleeper, then killed sleeper and reconnected - all works
4 Days Ago
Merge: from analytics_save - Adds a "save" event tracking when server creates a save Tests: triggered save in editor with logging
4 Days Ago
Update: add analytics save event Tests: ran an explicit save in editor
4 Days Ago
Update: add extra TODO for UseOcclusionV2 Tests: none, trivial change
4 Days Ago
Update: UseOcclusionV2 - propagate networkTime to OcclusionGetRecentlySeen Should be a smidge faster, but it's primarily to enable threading if we go that way. Also saves on profiler inhibiting the call (need to exclude it on the profiler side) Tests: none, trivial change
4 Days Ago
Clean: restructure UseOcclusionV2 code to make profiling easier Tests: compiles in editor
4 Days Ago
Clean: fix ShouldSkipServerOcclusSion typo English is hard Tests: editor compiles
4 Days Ago
Optim: UseOcclusionV2 - OcclusionFrameCache uses NetIDs instead of BasePlayer pairs This avoids ObjectEqualityComparer which has overhead because of unity-null checks Tests: none, trivial change
4 Days Ago
Optim: UseOcclusionV2 - reduce lastPlayerVisibility hash lookups Should help OcclusionGatherLostPairsToSend internal loop to stay hot. Also gets rid of small funcs that are inhibited by profiler Tests: ran in and out of occlusion
4 Days Ago
Clean: add a comment explaining the extra OcclusionUpdateLostVisibility Tests: none, trivial change
4 Days Ago
Optim: UseOcclusionV2 - invert how we process occludees - instead of checking if we need to send player to occludees, we process occludees against player This caused us to miss sleepers previously, which we corrected with extra checks by reversing pairs(and potentially generating more netowrk messages). But we don't need to do all of that extra work if we do it in the right order. Hoping this cuts downstream queue 2x. Tests: 2p on craggy - checked occlusion works, going invis works, spectating works, sleepers replicate
4 Days Ago
Clean: introduce BasePlayer.UseOcclusionV2 use it as a switch instead of UsePlayerTasks (works same way) Makes it easier to track what's related to what Tests: editor compiles
4 Days Ago
Optim: ServerOcclusion - use network IDs instead of BasePlayer for dictionary key Helps avoid unity-null check overhead when looking up recently seen players Tests: 2p session on craggy - disconnected as second and killed sleeper
4 Days Ago
Bugfix: ServerOcclusion - remove destroyed players from lastPlayerVisibility cache We were leaking baseplayers and it was slowing down hash lookups Tests: 2p session on craggy, 2nd player disconnected, killed their sleeper - lastPlayerVisibility was empty for the remaining player
5 Days Ago
Update: UsePlayerTasks - lifting skipping logic out of OcclusionLineOfSight to caller - left a couple more TODOs as I found a weirdness in the original code Only thing left in OcclusionLineOfSight is grid-cell caching and deduplication. Tests: none, discovered unit tests are broken since I upgraded occlusion cache version a month ago. Will fix and test later
5 Days Ago
Optim: UsePlayerTasks - ServerOcclusion uses CustomShouldNetworkTo and CustomShouldSkipServerOcclusion Microoptim - this reduces hashset look ups and moves some checks to be run earlier. Main benefit is lifting more code out of BasePlayer.OcclusionLineOfSight Tests: none, skipping tests for now
5 Days Ago
Update: refactor ServerUpdateOcclusionParallel to allow for experimental changes Tests: compiles in editor
6 Days Ago
Update: add a bunch of optimization TODO notes for UsePlayerUpdateJobs 2 Gathered from inspecting 330p server snapshot from a late-in-the-patch-cycle server. Will clean-up before merge. Tests: none, trivial merge
6 Days Ago
Buildfix: add missing CLIENT guards Tests: build all configs locally
6 Days Ago
Merge: from analytics_queue_rewrite - New analytics uploading backend, disabled by default (analytics.usev2) - New debug vars - analytics.log and analytics.dryrun Tests: unit tests, used both old and new analytics backends and monitored logs
6 Days Ago
Merge: from baseplayer_vis_nre - Simplified how debug.invis works - Reimplemented how global.spectate and spectateid work - spectator no longer parents to the spectated player - Tightened existing debug logs around mystery baseplayer NRE. This eliminates a source of potential NREs related to players spectating others, but doesn't outright forbid them Tests: 2p sesions on Craggy, one player spectates other - killed scientist with AK(hs audio replicated), helicopter fly around, motorbike ride around, noclipped outside of usual network range and back, cycled invis, left the server and returned - no issues. Tried debug camera.
6 Days Ago
▉▋▆▅▆▇: ▊▊▇▌▄▍▋ ▊▇▄▍▋▇▄▄▆▇ ▍▊▍ ▍▅▄▍ ▍▄▇▌▇▌▇▋█▄▉ ▍▇▆▋ ▍▋▅█▋▋▋▇▊▊▆ █▇ █▇▇▉▊ ▇▍▄-▉▌▇█▊ ▅▆▆█▅▌▄ ▅▋▅▋▊: ▆▅▆▊▊▆▅▇▄ ▇▅▋▍▇▍ ▇▊▇▍▌ ▍▅▊█ ▅▅▉▇ █▆▋▅▉▍▇▆, ▋▇▍▉▆ ▅▊▌▄, ▉▉▋▍▋██, ▆▍▊▅█▋▉▉▊▋, ▍▌▉▄▅▄▍▋ - ▊▇ ▇▇▊▌█ ▌█▉▊▌█▊▋ ▆▌ ▊▆▆ ▋▍▌█▍█▅▌▆'▍ ██▋, ▅▅ ▅▄▌▆ ▋▊ ▊▆▍▌
6 Days Ago
Merge: from main
6 Days Ago
Update: Add a safety guard to DestroyOnClient to avoid destroying client's local player Tests: 2p session on craggy (though there's no case in vanilla where this can happen)
6 Days Ago
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards
6 Days Ago
Update: convert IsBeingSpectated utility - Updated dependent code to use new GetSpectators instead of old nested children approach Tests: spectated player on craggy that shot scientists - headshot sounds replicated correctly to the spectator
7 Days Ago
Clean: remove BaseEntity spectating support and fix up types/names of relevant code This code was broken for multiple years, and couldn't think of a reason it could be useful, so simplifying. Tests: spectated on craggy, cycled view modes
7 Days Ago
Update: when spectated player disconnects, switch spectators to a new target - this also fixes a leak of spectated players list, since it gets cleared by above action Tests: flew out, disconnected - spectator returned to self. Reconnected, started spectating joined player - all replicated.
7 Days Ago
Update: reimplement spectating to use ISubscriptionStrategy instead of secondary groups - Done via SpectatorSubStrategy (takes subscriptions of target) and SpectatedSubStrategy (notifies when group changes) - Removed old secondary group code and reverted relevant Network API changes - Made Networkable.OnSubscriptionChange public This also fixes the bug with previous version that it only saw "near" distance entities Tests: Spectated player on craggy, flew around until island disappeared from rendering - no NREs. Got 2 things to improve, and I think it's done
7 Days Ago
Update: extract how we gather network group subscribers into a ISubscriberStrategy - implemented a DefaultSubscriberStrategy This CL doesn't have any logic change, it just reorganizes code so that we can start overwriting this(need it for spectating now and parallel processing in the future). Tests: 2p on craggy - saw the island entities spawn in as well as the players replicate
7 Days Ago
Bugfix: spectators now subscribe to spectatees via secondary group This prevents spectatee from being culled out by network grid onthe spectators end, leading to NREs. This is temporary solution, as it doesn't have the same network range as the primary group. Tests: spectating a palyer on craggy, then flew around till the island was no longer visible
7 Days Ago
▋▇▅▋▍: ▅▍▌'▍ ▅▌▇ ▋▇ ▄▄█▉▅ ▌▍▌▇▌▅██▄▌▋▅▆▇▅▇▊▌▍▅▋█ █▆ ▌▄██▆▄▌▌▉▍ ▅▌ ▌▍▆▊▉▊▍▍▆▍ ▊▄▊ ▍▇ ▆████▉ ▊▉▋▊▍▆▄▄ ▌▊ ▆▅▇█▋▉▇▉▄█, █▄ ▌██▌▆'▊ ▊▇▅▉ ▋▇▆█▉▍▉ █▍▍ ▇▇▇▌▇ ▉▊▊ ▅▌▇▍▄'▊ ▊▆▆▄▄▇▇ ▉▉▋█▄▆▆ ▄▇▍▊█ █▊█▅▉▉▋, ▍▍▆▆▅▋ ▆▊▋ ▆▋▉█▊ ▉▌▌▊ █▆▆█▊: ▌▌▋▉ ▉▍▆▅▊ ▉▆██▇▆▉ ▊▋ ▊ █▌ ▊█▅▌▌▌▊ █▅▆█ ▉▇▇██▆▋▊▉▄ - ▄▍▅▅'▅ █▊▅ ▌▉▊ ▍▋▅▇▉▊▊.
7 Days Ago
▋▋▋▇▄: █▄▌'▊ █▇▌ █▇ ▊▋▊▇ ▅▄▋▇▄▅▍▅▋▋▆▅█▊▉▅▊▉▅▊▋▊▌▍▄ ▊▄▋ ▋▆▌▉▊▊▉▋█▇ ▋▉█▍▊▇▉ ▉ ▍▊▆▆▊ ▄▊▄▉ ▉▅▌ ▇█ ▅▆ ▇▉▍▋ ▉▋▅▋▊▇▌▉▅▌ ▍▉▇▉▊▇██▉▋ ▍▊▅▄▉▊▄ ▇█▅▉▅ ▇▌ ▄▆█▉▊▇▆▄▌▊ (▉▊ █▋▋ ▋▌ ▌▄▆▋▍ ▊▅▅▄ ▆▉ ▅▄▆▌▆▉██▍). ▍▌▆ ▉▍ ▋█ █▍▅▆▉▊ ▇▋▄▅▄▅ ▉▇▇▉▄▊▌▋▇▋ █▍ ▇▇▌▌▍▋▊▌▅▆, ▋▆ ▌▄▄ █▊▉▋▄ █▆▌▉▊▆ ▆▌▄▍. ▄▋▉▆▌: ▅▌█▋ ▇█▅▄▇ ▊▄▋▍▊█▅ ▌▍ ▇█▅▉▆▆▊ ▉▋▌▅ ▅▍▊▉ ▅▍▉▅ ▋█▉▇▅ - ▉▍ ▉▉▆▆▉▌▆▋▆▌ ▋▊▊▅▄. ▌▋▆ ▍▅▊█▅▋▊▌ ▄▄▉▋ ▅▍▍▆▋▅▆█▇ ▆▍▅█ ▋█▇▍▍▊▉▌▄ ▆█ ▇▄▇▉▉▋▌▅▆█ ▋▌▊ ▇█▍ ▊▆ ▍▊▆█▍█▇ ▇▌▄█▍ ▍▄▋▉▍▊ - ▋▋▌▊ █▌▍ ▄▍▊▊ ▊▉ ▋ ▍▉▄
7 Days Ago
Optim: cache spectated target Turns out it's quieried very frequenly Tests: 2p session on craggy with disconnects
7 Days Ago
Update: first version of spectate that doesn't require parenting to target player Doing this to avoid weird bugs with nested players in other systems. Tests: 2p session on craggy with spectating. Toggled camera modes and toggled invis. tried spectating after server occlusion culled other player. Noticed that nutrition, comfort info didn't replicate, map compas reacted to spectator's input - will fix those next