userDaniel Pcancel
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628 Commits over 184 Days - 0.14cph!

Today
Bugfix: ServerDemoPlayer - quetly skip unrecognized entity kill messages - Moved message logging to be before message handling, to be able to get more info before executing logic Not clear why it's happening, but will leave that for later. Also investigating why getting malformed OnEntities messages once 2nd player connects. Tests: tried to play back a 2 player demo on Craggy. No more NREs related to entity killing
Today
Bugfix: DemoServer - properly cleanup outgoing NetWrites Tests: played back a short server demo - no issues.
Today
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Today
Update: ServerDemoPlayer - Only maintain entities from demo stream - Destroys any entities that server decides to create, if they were not part of demo stream - Reserve a 100k network IDs when playing a demo to avoid ID clashes - Refactored message logging when playing back demos Although not robust, this allows us to simulate a core set of functionality. Will need massaging to expand further. Tests: played back 4 separate Craggy demos - all played back properly.
Yesterday
Update: ServerDemoPlayer - add debug option to log packets Trying to figure out why some construction events are not being palyed back properly Tests: played back a demo where I'm building multiple chained staircases
Yesterday
Bugfix: ServerDemoPlayer - synthesize initial tick after loadign a player Avoids server's perception of teleport, as ticks are delta serialized and after load of save have default values. Tests: played back a demo on craggy where I stayed stationary the first 10 seconds. No longer generating errors.
Yesterday
Bugfix: FullServerDemos - ensure initial save always happens if demo thread was toggled Tests: recorded 2 demos in 2 recording sessions on one server session - both had saves created
Yesterday
Bugfix: ServerDemoPlayer - wake up all recognized players Players that are loaded from a save arrive sleeping, which prevents tick processing. Tests: Played back a couple short demos where I didn't jump at the start - saw player move.
Yesterday
Update: DemoServer - properly dispose resources on playback end Tests: played back a server demo - no new errors
Yesterday
Merge: from main Tests: none
Yesterday
Update: new ProtobufCodegen bins + ran generation Moved my utility funcs for reading u64 from buffers from Rust project to the library itself Tests: played back craggy demo
Yesterday
Buildfix: remove no longer existing method Tests: editor compiles in Client+Server
2 Days Ago
Clean: DemoServer - removing custom tick vizualization logic It should be via IDemoAnalyzers, rather than some randomly sprinkled seasoning Tests: editor compiled in Server mode
2 Days Ago
Update: ServerDemoPlayer - players now move based on tick history - Added recording of userIds to full server demos (need to match against players in saves) - Added a callback for when world loading is done to do any additional logic (in demo case, matching players) Tests: played back a 30s demo from Craggy
2 Days Ago
Update: ServerDemoPlayer - now loads a save associated with the chunk Doesn't actually move the player entity, but it's there. Will investigate what I'm missing next. Tests: played back demo, saw logs confirming spawning of 330 entities from save, and saw player entity in the world.
2 Days Ago
Bugfix: FullDemoServer - properly drop packets that were recorded before initial world save Still not sure if it's the best option, as I worry we might miss a couple packets. Alternatively could just clamp timestamp to 0. Tests: Played back the server demo - managed a full playback(previously it was stuck at start)
3 Days Ago
Update: SaveRestore - separate save-to-stream processing from main loop - Done every end of frame This made it problematic in editor, as our regular saving loop is disabled by default in editor. Tests: recorded full server demo with 1 min chunks - saw the saves being generated for each chunk
3 Days Ago
Clean: FullServerDemo - separate benchmarking code to a partial class Tests: editor compile in Client, Client+Server and Server modes
3 Days Ago
Buildfix: don't leak server-only callbacks for IDemoProcessor Tests: compiled in editor in Client mode
3 Days Ago
Bugfix: FullServerDemo - record server info in editor - Removed previous static globals Reimpelemented via IServerCallbacks so that we have 1 point of modification instead of multiple Tests: Recorded a session on Craggy in editor - generated json had the data
3 Days Ago
Update: FullServerDemo - create a save when starting a new chunk - Moved chunk logic outside of packet serialization - Using double buffering of packets when performing a save, to sort which packets go along which save/chunk - Packet timestamps are now resolved during recoridng time, not during demo thread's serialization stage(as that can be deferred and out of sync) - Moved all demo-related logic from BaseNetwork to BaseNetwork.Demos Mostly done with the recorder side. Tests: Ran around on craggy with editor's autosave enabled and at max frequency (1 second), and demo recording at min chunk length(1 min).
3 Days Ago
Update: Expand IServerCallback to include on-demand-save functionality - Changed relevant calls to propagate the implementation FullServerDemos will need to invoke these for relevant chunks Tests: compile only (though this is a torn submit - FullServerDemos will come in next cl)
3 Days Ago
New: SaveRestore can write to streams on demand - Refactored common functionality betweeen save-to-file and save-to-stream - Added thread-safe stream queue for stream requests - Added callbacks for when stream writing is complete Working on server demos having a save for each of it's chunks - this is a part of a larger submit. Tests: using a save of procgen map from staging(140k entities), tested manual full save via rcon, default automated save(every min) + frequent automated save (every second). Loaded all saves - no errors
6 Days Ago
Update: DemoServer - reconstruct messages from demo stream and pass to server No warnings or errors during playback, but it doesn't do much, since main player entity is not present. Tests: played back the recorded demo from craggy - no new warnings or errors
6 Days Ago
Update: DemoServer - able to process server demo stream - Added another utility(write u64 to buffer & get length) to ProtocolParser (need to push it upstream) - Fixed a bug with incorrect header read - Fixed multiple bugs related to incorrectly caching the first chunk/entire packet from the stream - Fixed invalid handling of connection counts - Fixed invalid tracking of progress - Fixed invalid recording of packet's timestamp Next up need to hook up data stream parsing into known messages to see how it behaves. Tests: recorded a demo on Craggy while riding the zipline - was able to stream the demo back
7 Days Ago
Update: DemoServer - adding full server demo reader - Also renamed some files, as DemoServer.ServerDemo is a bit silly - Also add timetamp to server demos packets (need to update other deps) - Added a utility method to ProtocolParser (need to update the standalone lib) Tests: untested, will check in next update
8 Days Ago
Update: DemoServer - Isolated all client demo logic into it's own player This is prep for full server demo support. Tests: played back a short craggy demo - it went through the entire thing without issues. Tried without demo - it started as expected
8 Days Ago
Buildfix: removing unused variable Tests: editor compile
8 Days Ago
Merge: from profiling_improvements Further exclude small methods/utility classes that are fast 95% of the time. Tests: Took a snapshot on a defualt ProcGen map in Editor(Client+Server). ~13% uncompressed json reduction.
8 Days Ago
Update: more profiling exclusions - Don't track NetRead and NetWrite - Dont' track Facepunch.System's containers (including pooling), StringPool and ArrayPool - Don't track EntityRef - Don't track all Enumerators (previously only Facepunch's was excluded) - Don't track all GetHashCode - Don't track TimeWarning (debug-only calls, but can be frequent) Tests: Took a snapshot of default procgen map in Editor(Client+Server), confirmed about 13% reduction in uncompressed json size.
8 Days Ago
Merge: from main Tests: none
8 Days Ago
Update: DemoServer - ripping out fixed timestep logic After experimenting with slowing down playback to bellow play speed, it did reduce the number of violations, but timing inconsistency between demo playback and server simulation leads to more issues. Tests: none, simple change
8 Days Ago
Update: DemoServer - implement fixed step playback - Should keep demo stream consumption stable Right now we're streaming too much data(at 30hz with ~200hz editor sim), which trips up a number of violation checks. Going to try tweaking the number to see if it helps with reproducable results. Tests: played the demo twice - the step count was the same, but the result numbers were different.
9 Days Ago
▍▉▇▍▇█: ▅▄▉▋▋▇▉██▆ - ▅▋▍▆▌ ▆▌▉▍▋▆█ ▌█▋▆▌▄▋▄▋ ▉▌▅▇█▋▇▇▆ - █▌▌▌ ▍█▌▄▍▋▊▋▄▊▆ ▋▆▄▍██▉▊ █▉▊▍▋▍███ ▆▊▆▇▉▍▉▇ ▇▋▄ ▍▇▍▉ ▅▌▊▆▊▇▌▌▍▅. - █▆▇█ ▄▅▉▇▆█▇ ▇▍▅▆▉▊▅▊▉ ▋▅▉▅▋▌-▆▅▋▄ ▇▌▇▆ ▅▋▆▌▆▊█▊▅█▅▌▍ █▄▅▊▋▅█ ▇▆▋▆ ▊▆▌█ ▉▅▅▉ ▍▊▄█▇▌▍▄ ▄▄▄▄▍▍▍▌▅ ▊▇▊-▋▍▌▌▍▍▅▄▋▄▄▄ ▇▉▍▇█▉▋(▌▋▄▇▆▆ ▊▆▋ ▇▄ ▆▍▋█▌▄▋ ▅▉▇▊▌▇▄▄ ▄▊▇▄▉█ ▊▌▉▌▊▊&▉▊▇▋█▋▋ ▋▅▆▍) - ▋▍▊▆ ▄█ ▆▍▋▆▆▆ ▍▌▋ ▋▊▊ ▅▅ ▉▅▇▅▉▅ ▊▆ ▅▊▆▍▋▋ ▉▄▍▆▊█▇ ▍▍ ▇▆▇▇ ▌▊▍▄▅▍ ▄▇▊▉█. ▊▌▋▄▋: ▅▍▇▉▆▆ ▊▌█▍ ▋ ▌▉▅ ▄▌▆▌ ▋▉▅▉▅ ▍▊▇▍-▉▉-▉▋▊▇ - ▅▌▇ ▍▌▅▊▄▅▊▅▆ ▅▋▉▉▉▇▄ (▄▉▊▉ ▌█ ▌▌▇▄ ▇▌▆▅▉█▆▊▍█)
9 Days Ago
Update: DemoServer - bypas failed validation - We can't always reconstruct correct tick history in some situations, so instead we'll use them as data to compare against Tests: played the opriginal long demo - 1711 total violations across ~18 players.
9 Days Ago
Update: DemoServer - rudimentary tick visualization using gizmos - Temporrary while working on server demo reconstruction - will rip out once done with feature Tests: used on a demo recording on Craggy + the original demo that started it all.
10 Days Ago
Update: DemoServer - spawn entities with the right initial flags Turns out I had doors in a base to be closed on spawn, leading to tick violations - this fixes it. There's more violations to go. Tests: Played the demo, checked that the relevant door is now open.
10 Days Ago
Update: DemoServer - hook up metabolism and make every player invincible I thought metabolism would fix the drowning of main player, but the recording info contains empty oxygen. Instead, we treat every player as invincible unless there's a replication message to destroy them. Tests: Played the demo till the end - no more logs on main player drowning
11 Days Ago
Update: DemoServer handles a number of RPC messages - Only propertly implementing model flags for now - Adding a bunch of RPCs to ignore to avoid heavy spam during playback - Also renaming player game objects during playback to make it easier to track and inspect their state This revelas that during playback we're triggering a bunch of tick violations, which prevents position updates. Need to figure out how to deal with them. Tests: ran the same demo, this time with warnings not filtered out - once map loaded, the rate of warnings was decreased substantially.
13 Days Ago
Clean: removing no longer relevant comment
13 Days Ago
Update: DemoServer improvements and fixes - All ticks are now accepted - exposed an editor only API to inject ticks (avoid serialization roundtrip) - cleaned away tick logging - it generated too many logs Ticks are now caught, which is nice, but it looks like it's not validating them all outside of demo playback (saw only 2 players doing it on a perf capture). That'll be next. Tests: added temp debug assertions that would catch any discarded tick - played the new demo, and there were no more assertions.
14 Days Ago
Update: DemoServer - split ticks by distance instead of time - Splitting by time didn't guarantee that they were in valid distance ranges - Also handle case where we get positional data while the player is still initializing Getting closer, according to logs most ticks get accepted, but there are still a bunch that get filtered out - investigating. Tests: played the same demo, observed the logs.
14 Days Ago
Update: Server-Editor tries to synthesize position ticks for other players in client-demos - Also supports movement of other, non-player entities - Only handling positions for now Doing this to allow for more thorough testing. Some ticks get rejected despite being in the same position - need to investigate why. Tests: played the same demo as before - checked logs to see the injection and acceptance of ticks.
15 Days Ago
Bugfix: more NRE reductions in server-demo - Skip VoiceData and other messages that we can't support in editor environment (or don't want to) - Properly "disconnect" player when entity is being destroyed - "shutdown" the demo server when at the end of the demo to avoid unnecessary replication attempts/NREs This brings down NRE count during playback and shutdown from 40+ down to 4. Next up need to figure out if Tick processing works correctly (it ticks, but main player doesn't move). Tests: played back the same client demo, saaw the reduction in errors
15 Days Ago
Bugfix: no more duplicate players when playing a client demo on server-editor Now there's an issue with disconnecting/destryoed players - about 8 NREs about acessing something dead during BasePlayer.ServerCycle Tests: played the same demo - max players was 20 instead of 1k
15 Days Ago
Update: properly initialize players when playing a client-demo in server-editor - Also log when creating a main player - Report kick reasons as errors No more unexpected kicks for players. But, looks like we're duplicating players - by the end of playback we had 1k players, which is much more than I expected Tests: played back the same demo to completion, accumulated errors are only related to some invalid packets that we don't care about (like Voice)
15 Days Ago
Update: Server-editor is able to see ticks from the player when playing a client-demo - now also handling flag messages - skip server demos and warn user that it's not supported for now There are a couple things left to investigate and validate - why the kicks happening for being under terrain, whether I can restore full initialization flow Tests: ran the same demo, was able to verify that main player is identified and it's tick history is being stepped through
16 Days Ago
Update: Server demo playback now creates entities on palyers as it first encounters them - Added demo progress logging - Avoided a number of reasons for kicking (as we don't fully setup entity simulation) I can see more activity now - next up is making sure the important history is also replicated/present. Tests: played the same demo from before - logs confirmed players were present.
17 Days Ago
New: Editor-Server can playback a server demo Mimics how client demos are played back - streams commands to the server for execution. Currently doesn't spawn players/has some entities missing - that's next to investigate Tests: Took an old 5 min demo and played it back until it stopped the editor play session.
18 Days Ago
Merge: from profiling_improvements Avoids recording methods that are tiny/fast - helps with overhead. Tests: in editor on Craggy generated a new snapshot and opened in Perfetto, couldn't find my methods.