2,390 Commits over 608 Days - 0.16cph!
Bugfix(tests): fix invalid position logic in ServerOcclusionGroup tests
Tests: unit tests pass
Merge: from defer_tick_analytics
- Optim: start analytics tasks earlier to avoid blocking main thread
Tests: Jobs3 on craggy in editor
Update: bring back pooling for ApplyChangesParallel_AsyncState
Theorising it'll be safer for hot-reload/manual domain reload flow
Tests: craggy with jobs 3
Update: skip creating analytics task if analytics is disabled
Tests: none, trivial change
Optim: Jobs 3 - kick off analytics tasks earlier in the frame to avoid potentially blocking main thread
It will overlap with server occlusion, which sohuld give it extra time to finish.
Tests: none, trivial change
Update: replace couple managed accesses with BasePlayer.CachedState
Tests: none, trivial change
Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState
Tests: none, trivial change
Merge: from updatesubs_optim
- Optim: player subscriptions can be updated in parallel (Jobs 3 feature, currently disabled)
- New: unit & perf tests for net group updating
Tests: unit tests
Update: disable parallel sub updates in Jobs 3 mode
- ripped out test code for network grid preallocing
Going to enable it once dependent work is done.
Tests: unit tests fail (as expected)
Optim: schedule tasks for batches of networkables, instead of individual ones
Helps reduce alloc pressure at high counts(2x more than core count), but it's a very rare occasion (when everyone rushes to connect to a fresh server)
Tests: unit tests
Update: skip calling UpdateSubscriptions with 0 networkables
Tests: none, trivial change
Optim: main thread integrates results from subs gathering tasks while waiting for them to complete
Tests: unit tests
Optim: allow main thread to steal one of tasks update subscription tasks
Makes single-player path alloc free.
Tests: unit tests
Optim: use persistent added/removed lists instead of pooled ones
Tests: ran unit tests
Merge: from sv_occlgroups_fix_reinit
- Bugfix for ServerOcclusionGroups NRE for players with custom init flow
- Unit tests
Tests: ran unit tests
Merge: from serverprofiler_linux_fix
- Bugfix for server profiler recoirding empty streams or infinitely recording on Linux
Tests: perfsnapshot on Ubuntu
Bugfix: ServerProfiler - fix profiler failing to record due to uninitialized variable
- release bins built from fe80de3c
Tests: ran perfsnapshot on a server on ubuntu 20.04 in wsl
Update: replicate hardcoded network grid logic into data setup of NetworkVisibilityGrid
- added PositionToGridInd, but not used/tested
Going to add grids visualization next
Tests: none
Update(tests): add 8 players perf test to UpdateSubscriptions
- add some TimeWarnings to parallel UpdateSubscriptions
- got rid of caching all Visible sets, just reuse 1 per task from pool
Tests: ran tests
Update(tests): Pump up those rookie network streaming range numbers in unit tests (1,2 -> 4,8) to match real servers
- rewrote spawning logic in UpdateSubscriptions unit tests to ensure we spawn within main layer
128 player perf test is now showing much better results: Serial - 10.3ms, Parallel - 1.7ms
Tests: ran unit tests
Optim: run gather network groups in parallel
- changed dimensions of net grid in DummyServer, now it's using a 512 grid with 64 cells
128 players: 0.54ms vs 1.15ms of serial. Relies on a prealloc hack, need to support it properly
Tests: ran unit tests
Bugfix: ServerOcclusionGroups - handle null net group when player goes through custom flow
- renamed branch to *_reinit (as limit networking turned out not to be related at all)
Tests: ran all unit tests, they pass
Update(tests): ServerOcclusionGroups - add a net-group reinit test
Not a flow we have on servers for now, but it could change in the future
Tests: new tests fail (as expected)
Merge: Cherrypick of
145087 from /main/useplayerupdatejobs3/updatesubs_optim
- Bugfix for DummyServer not being able to spawn players/bots in unit tests
Tests: ran occlusion group tests, now pass
Optim: UpdateSubscriptions - parallelize network group comparison
Gives us ~15% improvement over serial. Hoping to parallelize gather - that's the biggest perf sink
Tests: ran unit tests
Bugfix(tests): fix perf tests doing nothing in warmup
Tests: ran perf tests
Update(tests): add perf tests for serial and parallel UpdateSubscriptions
Tests: ran it
Update(tests): added consistency test for BasePlayer.UpdateSubscriptions
- fixed a bug with stepping players who's timestamp is not due yet
- Refactored serial code slightly to keep the structure consistent
Tests: ran unit test
Bugfix(tests): when setting up a dummy server, ensure heighmap is also initialized
Needed to accomodate recent changes with tunnel net groups
Tests: perf test for snapshot deps now runs
Update: rewrite BasePlayer.UpdateSubscriptions into batch form
Doesn't actually do anything different, just prep for adding managed tasks to it. Need to add unit tests and perf tests first
Tests: booted into Craggy with jobs 3 - was able to see entities in the world
Bugfix: PartialCompare - don't miss last object in b listhashset
Could lead to a duplicate pushed to removed list
Tests: ran unit tests
New: ListHashSet.PartialCompare - early outs upon reaching addedLimit and removedLimit
- added unit and perf test
It still has linear complexity, but does seem to scale better
Tests: unit tests
Clean: refactored NoClip perf tests to use Utils.MeasureAndPrint
Tests: ran noclip perf tests
Clean: fix stream of warnings from running AntiHackTests
Tests: ran noclip tests
Update(tests): added perf tests for IsSpeeding and AreSpeeding
AreSpeeding is slower at 50 players, but faster at 200 players (probably transient allocs).
Tests: ran unit tests
Clean: simplify TestNoClipConsistency unit test
Tests: ran updated unit test
Merge: from spectate_stay_after_dc
- Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2
Tests: spectated disconnecting server
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group
As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state
Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
Bugfix: uncomment tickState caching
Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests.
Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
Update(tests): cover all speedhack_protection levels in tests
Tests: ran unit tests
Update: expand isspeeding test coverage by generating index permutations
Revealed a bunch of false-positive access violations, fixed by sprinkling NativeDisableParallelForRestriction (hate it)
Tests: ran unit tests
Update: add a couple more test positions for unit tests
Tests: tests pass
Update: move normal calculation logic to HeightMapQueryStructure
- Give couple methods a rename
Tests: ran unit tests
Bugfix: basic arespeeding unit tests now pass
- use the right interpolators for IsSpeeding
- add overloads to TerrainHeightMap.GetNormalsIndirect and antihack specific jobs to accept deferred arrays
- make IsSpeeding work on CachedState
Tests: ran unit tests
Update: add basic consistency unit tests for AntiHack.IsSpeeding and AreSpeeding
Currently fail, as I forgot to adjust the IsSpeeding logic after state cache changes.
Tests: ran unit tests
Update: shifting job dependency downstream
Tests: none, trivial change
Update: added AntiHack.AreSpeeding - (almost) fully jobbified version of IsSpeeding
Only active with UsePlayerUpdateJobs 3. Needs unit tests, will do that later.
Tests: booted on craggy with UsePlayerUpdateJobs 3 and ran around.
Buildfix: type missmatch
Tests: editor compiles