userDaniel Pcancel
branchrust_reboot/maincancel

90 Commits over 243 Days - 0.02cph!

3 Hours Ago
Merge: from reduce_appmarkersellorder_allocs - Reduces pool spillage and misses of ProtoBuf.AppMarker.SellOrder Tests: started server on procgen map
5 Hours Ago
Merge: from profiling_improvements Tests: snapshot on craggy in editor
6 Hours Ago
Merge: from listcompare_optim - ListHashSet can now be pooled and supports Compare - Optim Networkable.UpdateSubscriptions via ListHashSet Tests: unit tests
Today
Merge: from profiling_improvements - Reduce capture size by ~19% by filtering out more methods Tests: snapshot on craggy in editor
Today
Merge: from parallel_validatemove - Bugfix: GamePhysics.OverlapCapsules no longer skips 0-length-capsule queries - Additional unit tests Tests: unit tests + staging demo playback
5 Days Ago
Merge: from loading_entity_leak - Fix zombie ProtoBuf.Entity objects never being returned to the pool after loading a game save Tests: loaded craggy save, editor default procgen save and staging server save
5 Days Ago
Merge: from fix_treetoolrenderer - Brings back tree rendering on editor start with a scene with trees without triggering database refresh Tests: variosu editor open scenarios, various scene switching scenarios with domain reload
6 Days Ago
Merge: from ioentity_slacklevels_pooling - Fixes IO entity spilling List<float> on save Tests: build a couple water tanks and checked pool.print_memory
6 Days Ago
Merge: from playerinventory_allocs - Removing extra garbage allocs from ToArray calls Tests: equipped armor when already having one, tried to pick up an extra map with one already in the belt
7 Days Ago
Merge: from parallel_validatemove - Clearing 2 TODOs Tests: unit tests
7 Days Ago
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19 Days Ago
Merge: from parallel_validatemove - bugfix for invalid transforms in the cache - fallout from previous bugfix Tests: played back staging demo - counts as expected and no more errors about transform cache inconsistency
19 Days Ago
Merge: from parallel_validatemove - Bugfix for null players in PlayerCache causing UsePlayerUpdateJobs to get disabled Tests: played back staging demo - got similar results
20 Days Ago
Merge: from parallel_validatemove - fixing one of validation checks silently passing Tests: none, trivial change
20 Days Ago
Merge: from parallel_validatemove - Removing extra logging Tests: built server locally
20 Days Ago
Merge: from parallel_validatemove - minor server demo playback bugfix - extra debug logging for baseplayer destruction when UsePlayerUpdateJobs is enabled Tests: build tests
21 Days Ago
Merge: from parallel_validatemove - more debug to track down null baseplayer Tests: local editor SERVER+CLIENT session
22 Days Ago
Merge: from parallel_validatemove - buidlfix Tests: build client and server in editor
22 Days Ago
Merge: from parallel_validatemove - Adds error checking to UsePlayerUpdateJobs 1 mode and graceful disable to avoid crashes to help with investigation Tests: ran parallel mode in editor on craggy with a couple debugger-forced emergencies
26 Days Ago
Merge: from players_cmd_clean - Removes obsolete columns Tests: ran the command in a local editor session
26 Days Ago
Merge: from profiling_improvements Tests: took a snapshot in editor
26 Days Ago
Merge: from minigun_audio_fix - Fixes minigun audio beign stuck on Client after releasing the fire button - Fixes minigun effects not replicating to other players Tests: local 2 player session with each player firing minigun in various patterns.
27 Days Ago
Merge: from item_allocs - Simplifies stacking logic to be cheaper and get rid of potential allocation Tests: various stacking scenarios from belt to inventory with wood stacks(incomplete stacks, full stack + incomplete, full stack only)
28 Days Ago
Merge: from item_allocs - Fixes BufferList not able to sort when it's not full - removes some from Item.MoveToContainer Tests: moved and stacked items in the inventory while checking profiler
28 Days Ago
Merge: from growablegenes_allocs - Remove allocs from GrowableGenes Tests: local in editor, spawned a planter box, filled it with seeds while monitoring Profiler stream
28 Days Ago
Merge: from treemanager_oob_nre - Fixes NRE caused by trees close to the edge of the world Tests: throw away unit tests that sampled edges of the tree manager's grid
28 Days Ago
Merge: from active_tooltip_nre Logs to help track down mystery NREs. Tests: booted into bootstrap scene
28 Days Ago
Merge: from baseplayer_dispose - Fixes the error log spam on staging Tests: local 2 player session, 2nd player disconnected, triggered GC - no errors
29 Days Ago
Merge: from parellel_validatemove - Full conversion of player WaterInfo caching over to jobs - TerrainMap now uses NativeArray instead of managed array - expanded unit tests - new ServerDemoProcessor that tracks water results checks (in/out of water counts) Going to start testing on staging and monitoring the impact Tests: ran all the new or updated unit tests, made sure builds passed locally, during dev used server demos to validate stats.
32 Days Ago
Merge: from texttable_allocs - Layout improvements and NRE fix for 0 rows Tests: unit tests + running filtered status command to force 0 rows
32 Days Ago
Merge: from texttable_allocs - Fixing allocs in Server::playerlistpos Tests: ran unit tests and stewed on Aux2 for a week
34 Days Ago
▊▄▆▇▉: ▉▋▄▅ ▋▆▊▆▋▅▅_▌▇▋█▆▋▍_▅▄▌ - ▉▅▇▋▍▄▉▅ ▉█▊▌▍▇▌, ▌▉▇▆▉█ ▊▍ ▇█▍█▄ ▊▍▄▅▆ ▋▄▊▊█▋▅ ▅▅▅▊▉▄ ▇█▊█▅: ▊▌▉█, ▍▅▄▆▍▊█ █▊██▉▆
42 Days Ago
Merge: from concurrentquueue_leak - Fixes an edge-case on high-pop servers that can cause a 10MB/s garbage allocation rate Tests: validated fix works via synthetic test, then had a 2-player session on craggy to validate network traffic works as intended
48 Days Ago
Merge: from eventrecord_allocs - Reduces the number of allocations caused by our server-side analytics - New "analytics.small_buffer_send_limit" persistent ServerVar to reduce task scheduling overhead. Set -1 to return original behavior. Tests: ran existing analytics unit tests, booted server in editor.
49 Days Ago
Merge: from parallel_validatemove - Fixers a couple rare bugs leading to missing data from FullServerDemo recordings - More work on BasePlayer.SErverUpdateParallel, still disabled - Editor-only: Added a couple unit tests - Editor-only: ServerDemoPlayer - disable error spam during demo playback, improve log format - Editor-only: ServerDemoPlayer - automatically authenticate connections during demo playback Tests: played back demo from staging server, recorded a couple new demos in local editor
50 Days Ago
Merge: from profiling_improvements - makes the Linux binaries compatible with more distros (Ubuntu 20.04, Debian 12) Tests: ran in Ubunti 20.04 and 24.04 via WSL. Took snapshots and opened them in perfetto.
53 Days Ago
Merge: from profiling_improvements - Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation - Fixes a bug that would prevent json from being generated on busy servers - Fixes a bug with timelines being very-slightly out of sync - Optim/Bugfix to filter out all constructors from being profiled Tests: a lot of exports in the edittor and a bit of forced "bad" cases
54 Days Ago
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54 Days Ago
Merge: from parallel_validatemove * Modifies Full Server Demo recording to grab more data + timestamps per packet * Adds editor-only "DemoServer" server backend that we can use in editor to play back full server demos. Switch editor to ServerMode and put path in GameSetup object * New server-side batch-update of players routine - disabled by default as it's not validated yet. Controlled by `server.UsePlayerUpdateJobs` * Added GamePhysics batch versions of OverlapCapsule and OverlapSphere * Couple unit tests to check Water's batch queries against non-batched versions Tests: A lot of server demos recorded and played back in the editor doing core activities (looting, harvesting, interacting). Made sure standalone server and client builds locally.
56 Days Ago
Merge: from profiling_improvements Further reducing overhead by recording 25% less data overall (based on 350p release server snapshot) Tests: Took a snapshot on Craggy in Editor
2 Months Ago
Merge: from hackweek_serverprofiler_memory - Records allocations from all threads - Displays allocations on separate thread tracks + a graph of total allocations per thread - Allocations now have last/current method, allocated type and size in the mark's "arguments" - see "current selection" in perfetto - Allocations now also duplicate in the executing thread to make it easier to spot where exactly in the method it was allocated. - Graphs of working set and virtual set memory for the entire process Tests: multiple snapshots in editor on Craggy, single in standalone debug linux server via WSL on 3k procgen map, single in standalone release windows server on 3k procgen map with a harmony mod
3 Months 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.
3 Months 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.
3 Months Ago
Merge: from buildingprivilegeretrotool_recycling Fixes invalid pooling of protobuf type when replicating data. Tests: On Craggy setup a tiny box base and placed retro cupboard - before fix it immediately reported negatives via pool.print_memory, after fix - stayed >= 0
4 Months Ago
Buildfix: define symbol on Mac Server Tests: compiled editor, then compiled linux DGS
4 Months Ago
Merge: from profiler_improvements - Adds linux support (tested on Ubuntu 22404 via WSL) - Optimizations for JSON export - Added debug utility to export binary snapshot - run `perfsnapshot <delay> <name> <frames> <shouldBinExport>` - Added Tools/Profiler Bin Viewer, an editor only tool to inspect binary snapshots - Reduced default frames captured to 4 from 10 - Profiler now skips annotating UnityEngine.CoreModule methods (reduces capture overhead) - Works around Perfetto visualization issue with Complete events (https://github.com/google/perfetto/issues/970) Tests: - Exported a number of editor snapshots with binary snapshots to test bin viewer - Using WSL, tested exporting a snapshot on Ubuntu - 3k procgen world
4 Months Ago
Merge: from amvienceemitter_recycle Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject. Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times: - without the fix, it was 100% generating an error on disconnect - with the fix, had 0 error reports
4 Months Ago
Merge: from mapuploader_retry_exc Fixes an exception when map uploading fails and it tries to incorrectly retry. Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
4 Months Ago
Merge: from soundmodulator_leak Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc). Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
5 Months Ago
Merge: from soundmodulator_leak Disabling audio pooling to mitigate SoundModulator NRE in BlendedSoundLoops Tests: on Craggy ran around, rode the zipline, hunted animals. Also left it to stew for a bit - no exceptions