userDaniel Pcancel
reporust_rebootcancel

973 Commits over 274 Days - 0.15cph!

6 Months Ago
Merge: from main Tests: built all modes in editor
6 Months Ago
Optim: lazy-allocate Sound Modulator lists - Added an assert to trigger when we try to remove a modulator we don't own Noticed that we have 3 modulators on average per 4 lists of modulators, so we can save 1-3 lists per sound and recycle better. Tests: When driving around, got max 42 SoundModulation instances with 66 lists (instead of 168 previously)
6 Months Ago
Update: don't expose modulators outside of SoundModulation - Changed printEngineSounds cmd to update more detialed info while removing redundant info - Simplified checks since we can now guarantee that our object is safe by construction. Tests: drove around in a car and checked the output in console.
6 Months Ago
Bugfix: Cleanup leaking Sound modulators - Sound now gets notified when it gets retired - Moved cleanup from Init to Retire and added safety asserts to Init - Recycle more of SoundModulation state (revealed that we have more storage than modulators) Tests: Ran around on Craggy, gathered resources, smashed a tree, crushed myself with a car by accident, drove around, swam - sound was good.
6 Months Ago
Merge: from /main/clean_dead_code Tests: upgraded half wall - it worked
6 Months Ago
Clean: removing code marked for deletion since 2023 Tests: upgraded half-walls - it worked
6 Months Ago
Merge: from main Tests: none, no conflicts
6 Months Ago
Optim: Recycle a list when paying for placement Tests: none, trivial change
6 Months Ago
Optim: Avoid transient allocations for GetReloadMenu This is more like a janitorial fixup rather than anything significant. Not recycling GameMenu.Options list because it's a struct, and we don't have a good strategy of shrinking containers in the pool yet. Tests: Changed ammo for AK via radial menu
6 Months Ago
Update: reset radioactivity when recycling Items Although Item pooling is not live on this branch, instead of going through merge overhead I'm just patching it directly here. Tests: none, trivial change
6 Months Ago
Optim: Reduce allocations when running reloading logic on the server - Added non-allocating singular IAmmoContainer.FindX methods We've got a bunch of places where we are only interested in result but try to gather all. Tests: Built all modes in editor. In local session, shot a couple mags with different ammo types. Explicitly switched ammo type via radial menu, and implicitly via reload-on-empty.
6 Months Ago
Update: Getting rid of allocating PlayerInventory.AllItems - Previous AllItemsNoAlloc is now new GetAllItems - Added PlayerInventory.Contains Tests: none, trivial changes
6 Months Ago
Update: List<Item> now use Free instead of FreeUnmanaged. - Amortized a couple consecutive push calls Need to do the same for ItemContainer. Tests: Built all modes in editor. No runtime tests as it's trivial changes.
6 Months Ago
Merge: from main Tests: built all modes in editor
6 Months Ago
Merge: from main Tests: built all modes in editor
6 Months Ago
Update: Disable ItemPooling on Client and make server on by default - Controlling variable is no longer replicated to client. Client-side item handling is very lax and would need substantial changes. I don't want to hold up serverside release to get the full package out, I'd rather relase it bit by bit (and less risk of volatility). Tests: Did all tests with both enabled and disabled server-side Item pooling - Built all modes in editor. - Tried reproducing 2 original bugs - didn't work. - Loaded up a save that used to lead to a bug - didn't happen. - Tested in local 2p session on Craggy - could kill, loot, equip and see changes on characters. - Logs enabled through entire process - client didn't try to explicitly cleanup items (since disabled, as intended). - Validated that it's possible to launch with command line disabling item pooling. - Validated that it's possible to override item pooling with executable args
6 Months Ago
Update: added ItemManager logging of Item's lifecycle - level 1 reports creation, loading and removal - level 2 reports scheduling for removal Tests: ran locally in the editor, switched items, dropped gear, looted existing containers. Checked that we get logging related allocs, but they're small (and I can remove them a bit later)
6 Months Ago
Bugfix: Rcon no longer waits for first command to start broadcasting log messages Tests: Connected to server via test RCon page - started seeing output immediately
6 Months Ago
New: RustLog utility - consistently formatted logs with conditional output - Extracted from BaseMonoBehavior, with forwarding of it's logs to RustLog - Added Item category We have scenarios where we have categorized logs in cases where we don't have BaseMonoBehavior available(Items) - this fills that niche. Tests: Built all modes in editor. Ran with Network logging enabled - saw expected output. RCon page was good.
6 Months Ago
Update: regenerated ItemManager.EnablePooling command Forgot to do it in previous submit Tests: none, trivial change
6 Months Ago
Update: ItemRemove now schedules self recycling on Client - subject if ItemManager.EnablePooling is set or not This can automatically handle cases where we have client-side WorldItem & ItemContainers storing client-side items(amortizes synchronization) - but needs code fixing for that. Tests: Tested dropping items(with pooling disabled it's ok, with enabled it's borked), equipping armor(same) - will fix in next CLs
6 Months Ago
Merge: from main Tests: Build Server mode in editor, all good
6 Months Ago
Clean: comment explaining Client-side exclusive ItemManager use Tests: none, trivial change
6 Months Ago
Merge: from main Tests: editor build for all modes(Server borked, but fix coming)
6 Months Ago
Bugfix: Don't leak pooled lists in RunInRadius<T> Thanks for the report! Tests: ran admin commands that would generate a leak - no more.
6 Months Ago
Update: ItemManager is available on the client - Like server, ticks in the background and cleans up items - when creating/loading items can optionally specify whether it's client-side or server-side item (checked in exclusive modes) - Made EnablePooling a replicated var, it disables clientside effects We have a bunch of client-side item allocations that we don't correctly clean up - this will help deal with that. Tests: built all modes in editor
6 Months Ago
Bugfix: don't leak an item if creation request was invalid Tests: none, trivial change
6 Months Ago
Bugfix: don't create and access a dangling Item when Pooling is enabled - at the same time it also optimizes inventory processing by batching the update as a result of multiple equipment events. Tests: Tested by loadinga a save that borked the inventory by spawning NPCs - passed. Also validated that in multiplayer, wearables update when the player sleeps if they got changed by a different player.
6 Months Ago
Update: adding a server "itemmanager.enablepooling" convar to control item pooling - starts off by default Item pooling is too unstable to not have a dynamic switch - already got bit 2 times by it. Who knows what other horrors are hiding out there. Tests: enabled after loading craggy, gave an ak - saw an uptick in pool.print_memory telemetry. disabled, despawned ak - no changes in telemetry.
6 Months Ago
Merge: from main/item_pooling This fixers the NRE on server tick (and blocker for joining). Tests: loaded a save that consistently produced NREs - not anymore
6 Months Ago
Bugfix: disabling Item pooling This causes issues on the server which prevents playing. Tests: loaded a save that consistently produced exceptions - not anymore.
6 Months Ago
Merge: from main Tests: none
7 Months Ago
Merge: from item_pooling This reintroduces pooling for Items while fixing the original bug that caused their backout. Tests: build all modes in editor, tried to repro original bug - didn't happen.
7 Months Ago
Merge: from main Tests: none (no conflicts)
7 Months Ago
Bugfix: Don't throw when cancelling partially finished crafting queue work item Tests: Got 2 stacks of 300wood, scheduled 2 single doors as a single crafting operation, cancelled after first door crafted - no exceptions
7 Months Ago
Bugfix: avoid sending consumed-0 telemetry events when crafting Tests: Had a queue of 2 items with perfect resource allocation - hit breakpoint once on first item craft instead of twice as before
7 Months Ago
Merge: from main Tests: none
7 Months Ago
Merge: from itemcontainer_pooling Fixes the "Double init of inventory!" assert on killing NPCs. Tests: spawned scientist NPC, killed them - no assert logged, corpse still clothed and loot present.
7 Months Ago
Merge: from main Tests: none, no conflicts
7 Months Ago
Bugfix: Remove assert that forbade double-loading of ItemContainer-owning types - Removed a separate dead assert Entities can be synchronized over the network multiple time via doing a whole load, which invalidated my previous logic. Tests: Spawned a bunch of NPCs and killed them - they didn't generate asserts.
7 Months Ago
Update: Bringing back Item pooling - Added a couple extra fields that were missed Still need to reproduce the NRE we encountered earlier. Tests: built all modes in editor. Spawned an AK, put an ext-mag on it, threw away to despawn, spawned a new one - didn't have attachments
7 Months Ago
Merge: from main Tests: default editor build
7 Months Ago
Clean: removing obsolete methods from Pool Tests: built all modes in editor
7 Months Ago
Merge: from main Tests: editor build
7 Months Ago
Merge: from itemcontainer_pooling Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
7 Months Ago
Merge: from main Tests: editor compiled
7 Months Ago
Update: Assertions to catch leaking ItemContainer on init - Removed lazy cleanup on init - due to Load-Init flow it's dead code - Removed a redundant ItemContainer.Clear call Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
7 Months Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
7 Months Ago
Clean: removing overriden-but-not-really method from LootableCorpse Tests: none, trivial change
7 Months Ago
Clean: simplifying ItemContainer.MarkDirty Tests: none, trivial changes