branchrust_reboot/main/server_occlusion_poppincancel
28 Commits over 0 Days - ∞cph!
Buildfix: don't try to draw on the server-only build
Tests: editor compiles
Clean: code cleanup and custom_occlusion_query command
- ran generate code
Tests: compiles in editor
Optim: ServerOcclusion - try to avoid redundant HasCustomTag calls
Only saves 1s out of 30s run, but should scale better if we increase GridOffsets in the future.
Tests: generated and visualized
Optim: ServerOcclusion - split work in batches and process them serially
This reduces RAM pressure and possible paging, but still generates enough work for CPU (8mil subgrid cells per batch) to keep it busy. 4.7k generation times went from 50s -> 30s. Gonna clean up and merge.
Tests: generated and visualized
Optim: ServerOcclusion - jobify a bit more + use ScheduleParallel
4.7k map generation time goes from 69s -> 52s, stopping here. I'm likely getting diminishing returns on my PC due to heavy paging (generation takes 8GB+ ram) - will break it down next.
Tests: regenerated and visualized cache
Optim: ServerOcclusion - convert rest of narrowphase to Burst
- Replaced couple NativeList inside TestInsideTerrain with NativeArray to avoid 2GB limitation. Need a different solution for 7k maps
4.7k world generation time went from 130s -> 69s. Longest part is OcclusionIncludeRocks now (47s)
Tests: regenerated occlusion on 4.7k world, then visualized the grid
New: TestInsideTerrain - Burst version
- added unit test
Tests: ran unit test
Optim: ServerOcclusion - convert OcclusionIncludeRocks part of narrow phase to Burst
Total generation time went from 240s -> 130s. There's still 80s worth of TestInsideTerrain to rewrite
Tests: regenerated and visualzied in editor
New: AreInsideMesh - burst versions of IsInsideMesh
- added unit tests
Tests: ran unit tests
Bugfix: ServerOcclusion - don't ignore rocks that are close to the center of a subgrid cell
Tests: regenerated and visualized in editor - seemed sensible, no gaps observed
Optim: ServerOcclusion - rewrite cache generation broadphase to use parallel jobs
- Takes broadphase from 4.8s to 0.4s
This is tiny, since narrow-phase is the longest (on my 4.7k test map total time is ~240s). I'll do narrowphase next.
Tests: generated on a custom map and visualized the occlusion grid
Bugfix(editor): LoadMapFile - check for relevant state after domain reload to allow occlusion cache rebuild
Tests: triggered a couple reloads, no NREs when generating cache
New: added GamePhysics.CheckBounds that uses parallel Burst jobs
- added unit test to validate it
Tests: ran unit tests
Bugfix(editor): LoadMapFile - ensure terrain state is setup after domain reload when we generate server occlusion cache
Tests: ran generate server occlusion cache after code edits
Clean: missed newlines
Tests: none, trivial change
New(editor): LoadMapFile - added Server Occlusion Debug section
- refactored ServerOcclusion.DebugPath to not draw anything and just gather cells traced
Allows to debug occlusion bugs without having to enter play mode
Tests: used the tool in the editor, confirmed it compiles in SERVER+CLIENT and SERVER envs
Bugfix: ServerOcclusion - Save an extra grid chunk of data if our topside neighbor has terrain
- Added versioning to the occlusion cache file
This avoids the hollow terrain problem at the expense of a bit more memory use. Need to optim the impl - it doubles phys queries, so doubles generation time
Tests: used custom_occlusion_query and validated cases that previously incorrrectly passed
Debug: ServerOcclusion - for player_occlusion_subgrids, show cached info as well
This shows the reason why it's possible to see through terrain at specific angles - our "narrow passages" approach get into hollow terrain
Tests: used above to fly around and inspect the world
Debug: ServerOcclusion - add occlusion_blocked_cells and custom_occlusion_query editor convars
- occlusion_blocked_cells visualizes all blocked cells nearby
- custom_occlusion_query allows to setup a query via 2 gameobjects in the editor(in play mode)
- restored player_occlusion_subgrids
Tests: used the commands
Bugfix: ServerOcclusion - don't block visibility if there's one blocked string passage
This fixes edge-cases around hills, but there's still an issue of being able to see through hill - investigating
Tests: used player_occlusion_subgrids to test a bunch of paths
Debug: changed up player_occlusion_subgrids to render results from ServerOcclusion.Algorithm.Gather
- Gather now also marks if it used the neighbour passage or direct path or was blocked
- Gather respects various convars
Think I see what the problem is - my recent algo changes have a bug with neighbour passages. Investigating further
Tests: used above server var to visualize paths
Bugfix: LoadMapFile - assign Terrain layer to created terrain
Required for server occlusion
Tests: recreated the scene, now server occlusion cache generation works
Debug: ServerOcclusion - use manually controlled points to define a query in server-editor during playmode
- don't use cache, use phys queries directly (for what-ever reason cache is borked on this custom map, will investigate later)
Written as throwaway, will clean up at the end
Tests: visualized the path of one of the poppin cases
Redo of Update: LoadMapFile - allow to optionally spawn prefabs only within user provided bounds
This stop my pc from exploding
Tests: used to spawn a small area around bug location
Undo of previous CL - too many files snuck in
Update: LoadMapFile - allow to optionally spawn prefabs only within user provided bounds
This stop my pc from exploding
Tests: used to spawn a small area around bug location
Update: augment serverocclusiondebug command to draw the path of occlusion query
Written as throw-away code, will clean-up later
Tests: used the command to debug, works with disabled ddraw instancing, but the data it displays looks wrong - investigating