userDaniel Pcancel

1,688 Commits over 427 Days - 0.16cph!

24 Days Ago
Update: cache shore dist textures in editor Tests: booted up craggy, checked files were written, booted up again - was able to load
25 Days Ago
Merge: from main
25 Days Ago
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26 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for not replicating npcs when UsePlayerUpdateJobs 2 is set - Bugfix for potential NRE for rare kick reasons when UsePlayerUpdateJobs 1 or 2 is set Tests: 2p session on Craggy with NPCs and bots and UsePlayerUpdateJobs 2
26 Days Ago
Bugfix: avoid potential NRE after player kick for terrain violations - Rewrote logic to avoid extra IsRealNull checks - we now filter indices instead Tests: clipped in geometry with noclip
26 Days Ago
Bugfix: player-like entities that don't support occlusion replicate correctly with UsePlayerUpdateJobs 2 Old way of filtering them allowed them to use cache, which never contained them, so they were culled. Tests: 2p session on Craggy with UsePlayerrUpdateJobs 2 - spawned NPC and a bot, it didn't despawn
26 Days Ago
Merge: from main
30 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for IndexOutOfRange when updating player state cache Tests: none
30 Days Ago
Merge: from main Tests: none
30 Days Ago
Bugfix: IndexOutOfRange exception when updating player state cache Affected both UsePlayerUpdateJobs 1 and 2 Tests: none, simple change
30 Days Ago
Merge: from baseplayer_serverupdateparallel - Next phase of parallel workflow, can be activated with UsePlayerUpdateJobs 2 - Optim: above mode now uses tasks to send entity snapshots/destroy messages where possible - Optim: above mode uses parallel Burst jobs for server occlusion - Optim: above mode reduced number of occlusion checks we run, more aggressive caching of results - Contains Network++ Tests: build tests of all modes in editor + standalone server build + unit tests + 2p session on Craggy
30 Days Ago
Buildfix: unused variable warning-as-error Weird it didn't get detected outisde of my branch, but ah well Tests: built all modes in editor
30 Days Ago
Bugfix: reset OcclusionCanUseFrameCache on emergency disable of UsePlayerUpdateJobs Tests: none, trivial change
30 Days Ago
Clean: extract WaitForTasks Tests: editor compiles
30 Days Ago
Update: review fixes #1 - fix formatting in BasePlayer-Mission - Apply same mission fix from vanilla server flow - Comments around EventRecord.New and AzureAnalytics.OnPlayerTick warning to avoid scripting API to keep it thread save Got 2 more changes to make, then think it's ready Tests: compiles in editor
30 Days Ago
Update: make batching constants servervars - New vars are Server.SnapshotTaskBatchCount and Server.DestroyTaskBatchCount - factored out SendEntityDestroyMessages Tests: none, trivial changes
30 Days Ago
Bugfix: recycle filter buffers when there's no results UsePlayerUpdateJobs 2 only issue Tests: none, trivial change
30 Days Ago
Update: ran Generate Code Tests: none, trivial change
30 Days Ago
Update: Network++ UsePlayerUpdateJobs 2 can send packets out of order, which needs client-side change (see CL 128169) Tests: none, trivial change
30 Days Ago
Update: amending a comment for SendDemoTransientEntity Finished investigating, server-demos shouldn't be a problem for multithreaded networking Tests: none, trivial change
30 Days Ago
Merge: from main
30 Days Ago
Bugfix: players go back to sleep on disconnect on a server with UsePlayerUpdateJobs 2 This looked scarrier than it ended up being. One concern left to investigate - looks like I'llbe able to merge it in tomorrow Tests: 2p session on craggy with UsePlayerUpdateJobs 2
30 Days Ago
Optim: NetworkPositionTick - skip transform access Tests: none, trivial change
30 Days Ago
Optim: inline virtual calls in SendNetworkPositions and skip transform access Tests: 2p seesion on Craggy with UsePlayerUpdateJobs 2
30 Days Ago
Update: simplify SendNetworkPositions Decided against parallelizing with tasks as it looks to be taking only ~0.3ms on a 350pop server Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
31 Days Ago
Clean: fix formatting Tests: none, trivial change
31 Days Ago
Bugfix: fix failing WaterLevel tests My ReadOnlySpan caused it, as we had hardcoded access to the global PlayerCache (which we don't use in tests). Tests: unit tests pass
31 Days Ago
Update: rename BasePlayer.playerCache member var -> BasePlayer.PlayerCache It was hiding the source of a bug, as func params have lower case name Tests: compiles in editor
31 Days Ago
Clean: prefer ReadOnlySpan<BasePlayer> instead of playerCache where possible Makes it easier to guess things at a glance. Tests: ran all relevant unit tests(discovered WaterLevelTests are failing, will investigate next) + 2p session on craggy with UsePlayerUpdateJobs 2
31 Days Ago
Update: demote PlayersToFinalize, PlayersToValidate, PlayersToRecache from being global caches Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
31 Days Ago
Update: demote PositionChanges from being a global cache Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
31 Days Ago
Merge: from occlusion_rework - Fix for occlusion queries not being commutative - Reenable occlusion frame cache and expand it's use to full frame - Server occlusion deduplicates queries - minor API restructure (might affect mods)
31 Days Ago
Optim: ServerUpdateParallel - update player subscription groups just before we run sever occlusion update This ensures that server occlusion frame cache is built from up-to-date occluders, and allows to save on more occlusion checks downstream in ConnectedPlayersUpdate Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
31 Days Ago
Clean: split up FinalizeTickParallel monstrosity This is end of prep to rearrange systems for better occlusion cache reuse Tests: 2p session on craggy with UsePlayerUpdateJobs 1 and 2
31 Days Ago
Update: add native list expand to GatherPlayersToUpdate No effect in current case, but can prevent surprise exceptions in the future if reused Tests: none, trivial change
31 Days Ago
Clean: minor refactor of ServerUpdatePlayerTick Getting ready to shuffle system steps around, to re-expand occlusion cache and potentially reduce network traffic Tests: none, trivial changes
31 Days Ago
Bugfix: avoid stale occlusion results for new occludeeds Didn't realize UpdateSubscriptions modifies occludees - this returns a bunch of overhead. Will try to fix next. Tests: none, trivial change
31 Days Ago
Optim: deduplicate occlusion queries Saves 15-50% in 1k baseplayer pairs parallel occlusion perf tests. Tests: occlusion unit tests
31 Days Ago
Clean: ServerOcclusionJobs.Algorithm uses int3 instead of SubGrid Simplifies the code a bit Tests: ran unit tests
31 Days Ago
Clean: get rid of non-burst CalculatePathBetweenGrids - Also removed obsolete tests We've been using burst version for a bit, and with current fixes it balooned to too many lines of code Tests: ran unit tests
31 Days Ago
Bugfix: apply same neighbour occlusion fix to jobs Perf tests of 100k paths show degradation (serial +25%, parallel +52%), but perf tests for 10k baseplayer occlusion show negligeble impact (serial -9%, parallel +1%). Tests: occlusion unit tests pass
31 Days Ago
Bugfix: reimplement occlusion neighbour logic in non-burst flow - Added anothed optim todo now that we have axis-count-specific neighbour checks This partially fixes the failing test (it still fails since now it trips up in burst version) Tests: ran unit tests
31 Days Ago
Update: Re-enable sorted pair occlusiuon visibility caching Tests: none, I know it's borked
32 Days Ago
Merge: from baseplayer_serverupdateparallel
32 Days Ago
Update: disable bidirectional occlusion caching for now - Left a couple optim/safety todos This fixes the batch vs serial baseplayer occlusion consistency test, but one CantSee fails as expected. Going to fix it in a child branch, as that currently blocks more optims. Tests: ran relevant unit tests
32 Days Ago
Tests: TestLineOfSight - properly enforce non-job mode in relevant cases Tests: ran test sets
32 Days Ago
Tests: TestLineOfSight - validate reverse paths Looks like some occlusion checks might fail reverse paths. That's an uh-oh. Tests: ran above set, got a failure
32 Days Ago
Tests: ServerOcclusionTests - generated data set now contains similar pairs Interestingly, this trips up consistency test - will investigate Tests: ran TestOcclusionLineOfSight_Consistency
33 Days Ago
Tests: PerfOcclusionLineOfSight - reset internal recent visibility cache between runs Tests: ran the set
33 Days Ago
Tests: ServerOcclusionTests - standardize test naming Tests: ran test set