userDaniel Pcancel
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973 Commits over 274 Days - 0.15cph!

22 Days Ago
Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes Noticed a bug while converting internal logic to burst job that wasn't picked up by test Tests: ran unit tests, now correctly detects an issue - will fix next.
22 Days Ago
Optim: replace couple internal managed loops with Burst jobs 1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms) Tests: ran unit tests
22 Days Ago
Update: use GetIgnoreIndirect(vec3, float, ...) Further simplifies code and reduces the number of temp NativeArrays we need Tests: unit tests
22 Days Ago
Update: Use GetIgnoreIndirect(vec3, vec3, ...) to further simplify code As a bonus this avoids a bit of data repacking and NativeArray creation - there's more to come Tests: ran unit tests
22 Days Ago
Update: use WaterTestFromVolumesIndirect to simplify code This could be a small optimization, since we have to move less data around, but not focusing on that - just trying to reduce complexity. Tests: ran unit tests
22 Days Ago
Tests: TestWaterInfosConsistency now generates fake WaterVolumes Need this since I'm starting to modify the "volumes" path as well. Tests: ran the unit tests
22 Days Ago
Update: replacing a bunch of GetWaterInfos internal BufferLists with NativeArrays Preparing to replace more of managed logic with burst jobs Tests: Ran unit tests
22 Days Ago
Optim: replace height fetching with a burst job Tests: unit tests
22 Days Ago
Optim: replace initialization with with a burst job Tests: ran unit tests
22 Days Ago
Update: replace Spans with NativeArray in WaterLevel.GetWaterInfos Will allow to pursue using burst jobs internally. Tests: tests passed
25 Days Ago
Update: leaving an optim todo idea comment Tests: not applicable
25 Days Ago
Update: sprinkle some profiling scopes Tests: ran unit tests
25 Days Ago
Optim: use persistent allocs in GetWaterLevels - I need to properly clean those up at server shutdown, but I'll solve that later 1k waves perf test shows ~100micros savings and no allocs - 1.45ms vs old 1.55ms. This is final optim in the area for now, making us ~80% faster than vanilla managed code(8.6ms). Tests: ran unit tests
25 Days Ago
Optim: remove last managed loop that picks between dynamic waves and static water 1k test with waves shaves off ~0.25ms - 1.55ms vs previous 1.8ms Tests: ran unit tests
25 Days Ago
Optim: gather coarse distances to shore via indirect batch 1k waves perf test shows another ~0.5ms shaved - from 2.3ms to 1.8ms Tests: ran unit tests
25 Days Ago
Optim: grab TerrainHeights via indirect batch 1k waves perf test used to take 3ms, now 2.3ms Tests: ran unit tests
25 Days Ago
Update: gathering OceanSim's water heights in indirect way - Also fixed the OceanSim's GetHeightsJobIndirect job as it works on world positions, not uvs This allows me to convert the rest of the logic to Burst jobs. Tests: ran unit tests
25 Days Ago
Update: Bunch of utility Burst jobs for WaterLevel.GetWaterLevels outstanding jobification Tests: none, they are not plugged in
25 Days Ago
Update: Use NativeArray for TerrainTexturing.ShoreVector storage of distances and vectors - Had to add an editor-only safety check for WaterCamera for a super rare exception Tests: Played procgen and Craggy in editor. Forced a bunch of domain reloads to validate WaterCamera doesn't break anymore
25 Days Ago
Update: perf tests for WaterInfo/-s For 1k sample points - batch version is 4(no waves)/3(with waves) times faster than serial Tests: not applicable
25 Days Ago
Update: addding perf tests to GetWaterLevel/-s - Doesn't have cases that have water volumes, so slowest path not stressed in both cases On 1k locations batch version is 10x faster than serial(130micros vs 1.18ms) with no waves, with waves - 3x faster(3ms vs 9ms) Tests: not applicable
26 Days Ago
Optim: replacing GetWaterLevels hot path with burst jobs - Converted some internal NativeArrays to persistent, lazy growing ones to reduce allocation overhead On a 25 player case shows a 25% improvement/5micros, though the sample size is too small(not enough players to check). I need a good way to test this at larger scales, or these 5min waiting times will murder me. Tests: ran unit tests, ran staging demo multiple times, water checks counters in the expected range.
26 Days Ago
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect Tests: ran unit tests
26 Days Ago
Merge: from erosion Bringing across TerrainMap NativeArray conversion that I need for my batch checks Tests: reran TerrainMap tests
26 Days Ago
Merge: from main Aligning with erosion branch parent CL Tests: none, no conflicts
26 Days Ago
Update: added GetTopologies jobs for TopologyMap - Also covered with tests - Sprinkled [WriteOnly]/[ReadOnly] attributes into jobs - Fixed constant string allocation in tests Tests: ran unit tests
26 Days Ago
Update: adding WaterMap height sampling burst jobs - Also covered them with tests to validate output against non-job calls Tests: ran unit tests
26 Days Ago
Merge: from terrainmap_nativearray2 - Fixed a bug of invalid reinterpret Bringing across my tests since we're both working on the same thing. Tests: ran the new tests
26 Days Ago
Add: covering TerrainMap public api in tests Prep for switching over to NativeArray Tests: ran the new tests
27 Days Ago
Optim: skip issuing 0-length WaterCollision.GetIgnore jobs Tests: ran unit tests
27 Days Ago
Optim: make TerrainCollision.GetIgnore and WaterCollision.GetIgnore use indirect Burst jobs - Also added a bunch of optim TODOs Starting to build up an indirect collection of methods. Next up will convert related GamePhysics calls Tests: ran unit tests - they passed. Played back staging demo multiple times with analyzedemo - got comparable in-water counts
27 Days Ago
New: add WaterStateProcessor for full server demo analysis - Also redid ViolationProcessor to avoid leaking internal implementation to other files Tracks how many players across all server frames were in water - using it to track consistency of water checks while modifying internals Tests: played back staging demo - got consistent-enough results
27 Days Ago
Merge: froim texttable_allocs Previously merged into Aux, but Aux2 one seems to be more fresh Tests: none, no conflicts
28 Days Ago
Merge: from main Tests: none, no conflicts
28 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
28 Days Ago
Clean: remove false-sharing todo Don't have proof of how impactful it is now in this area, so not going to jump the gun for now Tests: none, trivial change
28 Days Ago
Undo: pick the right version of ProjectSettings from history Tests: none, trivial change
28 Days Ago
Undo: revert ProjectSettings Tests: none, trivial change
28 Days Ago
Bugfix/Optim: propagate fix to other ConcurrentQueues in the file Tests: local 2-player session on Craggy in editors
28 Days Ago
Clean: remove the hack test Now that the bug was validated this doesn't serve any purpose Tests: compiled in editor
28 Days Ago
Bugfix/Optim: Don't force ConcurrentQueue to allocate new segments on every push My hack/forced test no longer allocates - now I just need to cover left-over cases of this problem Tests: on Craggy in editor took a snapshot - no more allocs in the forced test area.
28 Days Ago
Hack: improved the runaway test Now I can see it via server profiler - ~90KB across 192 allocs for 192 packets Tests: Craggy in editor, took a snapshot
28 Days Ago
Hack: synthetic test to proc ConcurrentQueue memory runaway Managed to reproduce high memory allocation edge case of ConcurrentQueue. Need to rip it out after applying the fix. Tests: ran the code and checked state of ConcurrentQueue with a debugger
29 Days Ago
Merge: from texttable_allocs - Replacing old TextTable with the new one that allows deferred formatting and avoids allocs Tests: new unit tests and manual invoke of server.playerlistpos and status commands on Craggy
29 Days Ago
Optim: replacing old TextTable with the new one - Updated Server.GetPlayerListPosTable to new APIs Synthetic test of `playerlistpos` for 200 players on Craggy runs in 0.5ms (instead of prev 5ms) and 99% less allocs. Tests: Started Craggy in editor with a synthetic test. Also used a couple TextTable rcon commands
29 Days Ago
Update: make logic match `shouldPadColumns` meaning it was doing the inverted logic before, but didn't affect tests since they used old values before the rename. Tests: ran unit tests.
29 Days Ago
Update: adding extra perf test to track shouldPadColumns influence - Also renamed isForJson to shouldPadColumns Shows 6x perf impact between no pad and pad. Makes sense, since for some types we need to do string formatting and that's heavy. Tests: ran the tests.
29 Days Ago
Update: Add deferred formatting for more types (uint, long, ulong, double, vec3) - Extended tests to cover these cases Tests: ran unit tests
29 Days Ago
Optim: don't allocate when writing values via JsonTextWriter - also exposed a `stringify` param that can avoid string conversion Tests: ran unit tests
29 Days Ago
Update: revert back to Newtonsoft.Json - Temporarily reverted the TextTable in use to original version to validate via tests We have to o many json serialization impls, so going to avoid trying to add a new one. I'll have to check if I can rip out the stale dll or not. Tests: ran the unit tests