branchrust_reboot/main/useplayerupdatejobs3/updatesubs_optimcancel
17 Commits over 0 Days - ∞cph!
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
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
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