userDaniel Pcancel

3,177 Commits over 761 Days - 0.17cph!

Today
Merge: from mt_snapshot_saving - Bugfix for HittableByTrain components not saving in Jobs 4 mode Tests: spawned a tall wooden barricade with Jobs 4 enabled
Today
Bugfix: cache owner entity of HittableByTrains on init Avoids lookups while running SaveComponent Tests: spawned a wooden double barricade with jobs 4 enabled
Today
Merge: from main
Today
Merge: from async_serveroccl_gen - Optim: 4.5k server occlusion grid now generates in 22s, down from 45s Tests: unit and perf tests, 2p on craggy to validate server occlusion, visualized 4.5k map occl grid results
Today
Clean: extract GetBatchSize and WaitForTasks into ThreadingUtils Tests: ran compile simulator
Today
Merge: from main
Today
Update(editor): add heightmap sample and isInside visualization to server occlusion editor debug Spent too long chasing non-existent domain reload ghosts Tests: visualized occlusion of EU East 1. tested occlusion gen on craggy with 2p
Today
Bugfix: avoid out of bounds access in FindComponent<T> - also add editor ifdef guards for editor attribute Results array can be oversized, since we reuse it Tests: ran unit tests - pass
Today
Optim: tweak batch size when calculating server occlusion narrow phase This cuts down 4.5k world server occlusion generation from 45s to 35s in batched mode. Async further brings it down to 22s Tests: ran generation in editor
Today
Update: make UnsafeScriptingAccess initialize on editor load Allows to use it in editor-only tools/workflows Tests: ran server occclusion generation in editor, checked profile
Today
Update: add GamePhysics.FindComponent<T> that supports async Configured async to engage at more than 4 batches of 64 queries Tests: ran perf tests. same perf up to 400 points, at 10k points is 2x faster 0.42ms batched+async vs 0.96ms batched vs 5.4ms serial
Today
Update: add TerrainMeta.SampleTerrainMeshHeights Configured to engage async after have more than 4 batches of 256 pos each Tests: ran perf tests
Today
Update(tests): add IsInsideTerrain perf comparison tests Need them to tweak when to engage async and when to skip it internally Tests: ran them
Yesterday
Merge: from mt_snapshot_savings - Bugfixes for a couple unsafe Save codepaths in Jobs 4 mode - Added debug utility in InvokeHandler to track down a thread race in Jobs 4 Tests: unit tests + gameplay on craggy
Yesterday
Merge: from main
Yesterday
Bugfix: make Underwear.ValidateForPlayer MT friendly on server Fixes BasePlayer saving throwing unity exceptions Tests: changed underwear with Jobs 4
Yesterday
Bugfix: make FishMount.Save mt friendly - cache fish container index Tests: placed a fish in a trophy display with Jobs 4
Yesterday
Update: wrap InvokeHandler internals in DebugMTLock Tests: booted on craggy and ran around with EnableDebugMTLock
Yesterday
Update: add single-thread reentrant support to DebugMTLock to avoid deadlocks - added unit tests Because of course InvokeHandler is non-trivially recursive Tests: uni tests
Yesterday
Update: Move UnsafeScriptingAccess and DebugMTLock to Facepunch.UnityEngine - Cleanup empty asms Tests: ran relevant unit tests
Yesterday
Update: explicitly capture callstack when DebugMTLock is tripped - frame count can be limited to via unsafe.DebugMTLockMaxFrames (def 5) Tests: ran unit tests
Yesterday
New: DebugMTLock - a named lock guard that print an error on concurrent access - controlled by Unsafe.EnableDebugMTLock, disabled by default - codegen, unit tests Need it to help chase down unobvious thread races, like InvokeHandler Tests: ran unit tests
Yesterday
Optim: Jobs 4 - reduce server.ParallelNetworkQueueBatchSize to 16 by default 256 was waaay to high for the per-frame workload we get, it basically disabled parallelization Tests: none, trivial change
Yesterday
Bugfix: fix 6 TestMTSave failures No legit mt issues, just new entity types with missing unit test setup Tests: ran all TestMTSave tests, pass
Yesterday
Bugfix: make card table saving MT-friendly Done by removing the concept of item "busy" or "locking" - was never set but checked against Time.time Tests: none, trivial change
Yesterday
Bugfix: cache rocket ammo def to avoid get_gameObject calls in AttackHelicopterRockets Tests: spawned attack heli and geared it up - could see them in inventory
Yesterday
Merge: from main
2 Days Ago
Merge: from vehicle_pooling - Buildfix for BallistaGun
2 Days Ago
Buildfix: wrap Ballista private members in relevant mode guards Tests: ran compile test
2 Days Ago
Merge: from hackweek_unsafescriptingaccess - New: utility to bypass Unity's thread safety checks and conditionally execute code in async (Unsafe.UseMultithreadedScripting convar, def 1) Tests: unit tests, manually built & ran all flavor combinations of executables, tried mac and win editors
2 Days Ago
Update: grab binaries from the merged PR - addesses review feedback, functionality is same Tests: ran unit tests on Win
2 Days Ago
Update: mark UseMultithreadedScripting explicitly defaulted to enabled It kept disabling it despite underlying var being enabled Tests: booted into craggy, looked at var state in console
2 Days Ago
Update: codegen Tests: none
2 Days Ago
Clean: unify style, add comments Tests: none, trivial changes
2 Days Ago
Clean: missed meta file deletion Tests: none, trivial change
2 Days Ago
Update: move UnsafeScriptingAccess to Facepunch.Unity - add unit tests - delete old TLStest and it's scene Tests: ran unit tests
2 Days Ago
Merge: from main
2 Days Ago
Update: re-enable the feature for clients as well - add editor only RustNative_Editor - rewrapped the code behind UNITY_ASSERTIONS Tests: built all flavors of Rust locally (win, linux, mac | client,server | debug,dev,release) and ran them, got passes everywhere
3 Days Ago
Bugfix: make sure we modify EnsureMainThread in release builds That check is always active Tests: booted TLS scene
3 Days Ago
Update: integrate TLSTest into client bootstrap and server boot routines - copied over linux rustnative.so, to be tested Temp measure to test standalone builds Tests: booted both bootstrap and craggy in win editor - saw output (disabled in client, enabled in server)
3 Days Ago
Merge: from main
3 Days Ago
Update: replacing with a remotely built dylib Surprisingly, it works Tests: ran TLS test scene
3 Days Ago
Update: add MacOS support for UnsafeScriptingAccess - using locally built debug dylib for now Need to figure out if remotely built dylib is going to work or not (didn't when I broke sig locally) Tests: using locally built dylib was able to run TLSTest setup
4 Days Ago
Update: consolidate OS specific calls to RustNative Still gotta build and test linux and mac, gonna do that tomorrow Tests: ran temp scene
4 Days Ago
Update: disable Unsafe.UseMultithreadedScripting on CLIENT - codegen Need to figure out how to better patch out the managed check when doing an IL2CPP build, will leave that for later Tests: tested booting test scene both in CLIENT(ran on main thread) and SERVER(ran on thread pool) modes
5 Days Ago
Merge: from main
5 Days Ago
Merge: from mt_snapshot_saving - Bugfix for thread race in Jobs 4 mode when saving BasePlayer Tests: booted craggyisland_missions, completed a mission
5 Days Ago
Bugfix: avoid a thread race on PlayerState MRU dictionary when saving BasePlayer - use readonly access in Save that doesn't update MRU - push to cache on player connect Tests: ran CraggyIsland_missions, completed a mission - saw states change in UI
5 Days Ago
Update: avoid calling db queries when saving BasePlayer.PersistentPlayerInfo - instead resolved on player join It should be safe according to docs(mt calls are serialized), but this way is just simpler. Tests: booted into craggy
5 Days Ago
Update: implement UnsafeScriptingAcccess.SwitchToMultithreading awaitable Works with ConVar.Unsafe.UseMultithreadedScripting to either keep task on main thread of offload it to thread pool Tests: TLSTest script, with covnar being in both states after system runs