2,674 Commits over 669 Days - 0.17cph!
Update: add debug only sentinel writing to playerInfos and playerSegments
Tests: ran unit tests
Bugfix: fix tick being written to an index that didn't account for growth
Tests: all unit tests pass
Update(tests): add TestTickGrowth2Players that also validates tick consistency after growth
Tests: ran new test - fails as expected
Bugfix: avoid out of bounds read when growing array due to tick capacity exhaustion
Tests: ran unit tests - no more failures (but there's an extra known bug)
Bufix(tests): TestTickGrowth - ensure all ticks are interpolated by picking a better reset point
Tests: ran unit test
Update(tests): Adding TestTickGrowth - accumulates ticks past capacity
This one catches out of bounds read during growth (but not the one expected)
Tests: ran unit test
Update(tests): add TickInterpolatorCache stress unit test
Slams 10k operations on it(add/remove player, move player, reset) - doesn't catch issues
Tests: ran new test
Buildfix: missing files from previous submit
Clean: minor reaorganization + comments
Tests: unit tests
Clean: store buffer[pos] accesses in a variable
Just for easier code reading
Tests: ran unit tests
Clean(editor): get rid of Pool.UseSafetyChecks flag
- lock-free Pool can't ensure associated hashset consistency, so we can't use that anymore
- checking for null on Take call doesn't seem to make sense since awhile back
Tests: ran tests. StressTestMT doens't sporadically fail anymore
Optim: couple micro optims
- rewrite a couple branches into branchless logic
- inlined IsTurnTicketSameIgnoreProgress
- got rid of module via use of MADD
- added extra comments for explaining what's going on
AllocDeallocST: 2.82 -> 2.77ms for 10k allocs. Tiny, but every bit helps
Tests: ran unit and perf tests
Update: replace member variables with cacheline sized counterparts
Didn't see any notable change in perf tests, but wouldn't hurt
Tests: ran tests
Update(tests): add a couple tests
- Perf: AllocDeallocMPSCAtomicCounter
- Unit: TestAllocWhenEmpty, TestFreeWhenFull
Tests: ran tests
Update: resubmit original pool mutex implementation in a separate branch
Makes it easy to test across extra benchmarks
Tests: ran unit and perf tests
Bugfix: rewrite fuzzy circular buffer to prevent gradual poisoning of the pool (hurt my brain)
Lost a bunch of perf(loses a bit to CircularBuffer in some tests, wins in others), but the spills are now minimal.
AllocDeallocST - Avg: 0.79ms, Created: 0 Spilled: 0
AllocDeallocMTShortLived - Avg: 4.03ms, Created: 22(0.07%) Spilled: 25(0.08%)
AllocDeallocMTLongLived - Avg: 3.84ms, Created: 0 Spilled: 0
AllocDeallocMPSC - Avg: 3.96ms, Created: 0 Spilled: 0
Tests: ran all unit and perf tests.
Update: use volatile int instead of Volatile.Read(ref long), as the latter is an expensive CAS
Existing code was using non-volatile read of long, but I don't think it's safe
Tests: ran perf tests
Bugfix: fix extreme spillage in high-contention perf test
Turns out I needed to do an extra spin, whoops
Tests: ran unit and perf tests
Update(tests): add 4, 8, 16, 32 task scenarios (previously was just 32) for pool perf tests
Tests: ran perf tests
Update(tests): expand AllocDeallocMTShortLived to optionally simulate busywork
We're never going to be just slamming the pool(or if we do - we shouldn't as that's overhead). This makes the test closer to real world.
Tests: ran perf test
Clean(tests): consolidate pool create-spilled code into Utils.MeasureAndPrint
Tests: ran perf tests
Update: fuzzy version of pool with CircularBuffer
Fastest so far, but has a tendency to spill/allocate in during very high contention
AllocDeallocST - Avg: 0.63ms, Created: 0 Spilled: 0
AllocDeallocMTShortLived - Avg: 2.79ms, Created: 144(0.45%) Spilled: 169(0.53%)
AllocDeallocMTLongLived - Avg: 2.94ms, Created: 0 Spilled: 0
AllocDeallocMPSC - Avg: 3.26ms, Created: 0 Spilled: 0
Tests: ran unit and perf tests
Cherrypick from pool_mt/circularbuffer - test improvements
Update(tests): gather and output more data about the test
- track created and spilled (matters for next pool version)
- more profiler markers
Tests: ran perf tests
Update(tests): add a couple more perf tests
- AllocDeallocMT -> AllocDeallocMTLongLived (biases Get, then Free operations), Avg: 3.56901ms
- AllocDeallocMTShortLived - fetches and returns to pool immediately (to evenly spread pressure), Avg: 3.01974ms
- AllocDeallocMPSC - simulates multiple-producers-single-consumer (emulates network write thread under jobs 2) Avg: 12.20773ms
All cases - 32 tasks doing 1k allocs
Tests: ran perf tests
Update: rewrite pool as a circular buffer with 0 locks
Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more
ST avg: 0.62554ms
MT avg: 9.92301ms (dafuq?!)
Tests: ran unit and perf tests
Update(tests): AllocDeallocMT perf test scope annotations
Tests: ran perf test
Bugfix: ensure Pool.Fill keeps items in use valid
Tests: ran unit tests
Optim: rewrite Pool to use ConcurrentBag(many mutexes) instead of single mutex
Fails unit tests, but not going to focus on fixing it just yet - want to make it faster first.
ST avg: 0.88781ms
MT avg: 3.1281ms
Tests: ran perf tests
Update(tests): add TestMTPressure unit test
Wrote it cause my ConcurrentBag based pool is misbehaving
Tests: ran new unit test
Update(tests): pool now has a runtime switch to disable editor-only safety logic, so that perf is more apples-to-apples
ST avg: 1.0358ms
MT avg: 13.6264ms
Tests: ran perf tests
Update(tests): add simple pool perf tests (ST & MT)
ST avg: 1.29925ms for 10k alloc-deallocs
MT avg: 21.16116ms for 1k alloc-deallocs per task, 32 tasks
Tests: ran tests
Update: move Utils Measure routines to Facepunch.System.Tests
- also make it auto-referenced
Tests: compiles
Merge: from sanitize_specatating_players
- Bugfix for NRE spam when spectate mods don't correctly setup spectating
Tests: none, trivial change
Bugfix: ServerOcclusion - add defensive checks for suspected spectate mods
The mods should be fixed, but at least it won't put servers in a weird state.
Tests: none, trivial change
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Merge: from objectworkqueue_valuetype_allocs
- Optim: eliminate allocs from value types used in ObjectWorkQueue. Needs manual changes to be eneabled
Tests: none, trivial change. Checked IL
Optim: Apply IsValidToRun for value-type ObjectWorkQueues
- overrode BoatAIWorkQueue, UpdateSurroundingsQueue, UpdateMissionValidStateWorkQueue
Tests: none, checked IL
Optim: use virtual IsValidToRun to avoid boxing allocs in ObjectWorkQueue.RunQueue
Sad-noises-about-C#-generics, couldn't figure how to automate it
Tests: none, inspected IL, no box instructions generated