userDaniel Pcancel

1,979 Commits over 488 Days - 0.17cph!

33 Days Ago
Clean: remove BaseEntity spectating support and fix up types/names of relevant code This code was broken for multiple years, and couldn't think of a reason it could be useful, so simplifying. Tests: spectated on craggy, cycled view modes
33 Days Ago
Update: when spectated player disconnects, switch spectators to a new target - this also fixes a leak of spectated players list, since it gets cleared by above action Tests: flew out, disconnected - spectator returned to self. Reconnected, started spectating joined player - all replicated.
33 Days Ago
Update: reimplement spectating to use ISubscriptionStrategy instead of secondary groups - Done via SpectatorSubStrategy (takes subscriptions of target) and SpectatedSubStrategy (notifies when group changes) - Removed old secondary group code and reverted relevant Network API changes - Made Networkable.OnSubscriptionChange public This also fixes the bug with previous version that it only saw "near" distance entities Tests: Spectated player on craggy, flew around until island disappeared from rendering - no NREs. Got 2 things to improve, and I think it's done
34 Days Ago
Update: extract how we gather network group subscribers into a ISubscriberStrategy - implemented a DefaultSubscriberStrategy This CL doesn't have any logic change, it just reorganizes code so that we can start overwriting this(need it for spectating now and parallel processing in the future). Tests: 2p on craggy - saw the island entities spawn in as well as the players replicate
34 Days Ago
Bugfix: spectators now subscribe to spectatees via secondary group This prevents spectatee from being culled out by network grid onthe spectators end, leading to NREs. This is temporary solution, as it doesn't have the same network range as the primary group. Tests: spectating a palyer on craggy, then flew around till the island was no longer visible
34 Days Ago
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34 Days Ago
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34 Days Ago
Optim: cache spectated target Turns out it's quieried very frequenly Tests: 2p session on craggy with disconnects
34 Days Ago
Update: first version of spectate that doesn't require parenting to target player Doing this to avoid weird bugs with nested players in other systems. Tests: 2p session on craggy with spectating. Toggled camera modes and toggled invis. tried spectating after server occlusion culled other player. Noticed that nutrition, comfort info didn't replicate, map compas reacted to spectator's input - will fix those next
37 Days Ago
Bugfix: fix invis players not replicating positions & rotations Tests: spectated invis player, didn't observe and animation glitches as the comment warned (tried rock, torch, ak)
37 Days Ago
Bugfix: don't destroy local player when spectating player going invisible Fallout from the recent rewrite. Tests: while being spectated, toggled invis a bunch of times - no NREs on the client. invis player doesn't replicate, though, will fix next.
37 Days Ago
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37 Days Ago
Bugfix: remove false-positive log for deferred player destroy - remove unnecessary override Discovered when spactating a player that constantly toggles invis. Doesn't fix the NRE itself, but further reduces false-positives. Still looking for the root cause Tests: spectated a player constantly toggling invis
37 Days Ago
Bugfix: reduce error false-positives by ensuring bot IDs never overlap - Permit random overlap once we exhaust MaxBotIdRange ids (which is old behavior) but emit an error Because we always picked a random bot ID, it was possible that there'd be an overlap and it could confuse dependent systems (like my logging for the NRE). Hoping this reduces false-positive error logging. Tests: in editor spawned a couple players and killed them, then monitored the ID queue with debugger
37 Days Ago
Merge: from main
38 Days Ago
Merge: from main Didn't refresh and missed the desired fixes
38 Days Ago
Merge: from main
38 Days Ago
Update: skip server occlusion culling for players in the deep sea It'll still have some overhead for the server occlusion processing, but that'll be improved separately Tests: 2p session on craggy - tested occlusion with both on Craggy, one on Craggy and one in deep sea, and both in deep sea
39 Days Ago
Bugfix(editor): StoreBundleTool - handle invalid paths This can happen if the serialized path now points to renamed or deleted resource. Tests: none, don't have a case like that right now.
39 Days Ago
Update(editor): StoreBundleTool - stage timings emit volume of work Makes it easier to confirm if it's doing anything when there are no dirty changes Tests: ran the tool
39 Days Ago
Clean(editor): remove Tools/Menu2 Checked both the editor pref by variable and by value, they're not used anywhere Tests: none, trivial change
39 Days Ago
Update(editor): StoreBundleTool - scan scriptable objects - fix assembly scanner skipping public fields if it's type is nested Tests: created a dummy scriptable object, ran a scan - it got picked up
39 Days Ago
Updateeditor): StoreBundleTool - activate bundle assignment code - removed extra logging Tests: editor compiles
39 Days Ago
Update(editor): StoreBundleTool - scan for already-assigned-to-bundles resources - fixed timer reporting invalid times for sections of code Tests: ran it, doesn't find any diffs with my manual assignments from last month
39 Days Ago
Update(editor): StoreBundleTool - add proxy path scanning from existing prefabs Tests: ran the code, checked some of the paths. gotta implement comparison to fully validate
39 Days Ago
Update(editor): StoreBundleTool - add support for array traversal Tests: ran the tool, it found all annotated fields
39 Days Ago
Update(editor): StoreBundleTool - properly implement reflection shortcutting Tests: stepped through how it's accumulated. will test more later
39 Days Ago
Update(editor): start of StoreBundleTool - automates bundle assignment for properties with ProxyPathFor attrib - starting with assembly scanning Idea is to scan the assembly, detect all the relevant fields, resolve them and assign referenced assets to the bundle Tests: ran it, doesn't find all fields yet
39 Days Ago
Merge: from baseplayer_vis_nre - fixed false positive logging, better logs Tests: built standalone and connected to staging server - no extra errors on connect
39 Days Ago
Merge: from main
39 Days Ago
Update: move breadcrumbs a bit to get better callstack - eliminated a false-positive Tests: built standalone and connected to staging - no more error logs on connect to server
40 Days Ago
Merge: from main
40 Days Ago
Buildfix: add missing namespace using Tests: none, trivial change
40 Days Ago
Merge: from analytics_track_menu_times - Client analytics now aggregates frametimes, lag spikes and gc events into InGame, MainMenu, Inventory, Crafting, Contacts and Map groups - Skip sending lag spikes and gc counts if there were none during performance logging tick Tests: observerd client_perf analytics ticks in editor with debug code
40 Days Ago
Clean: remove unused namespace using Tests: none, trivial change
40 Days Ago
Clean: remove debug logging Tests: compiles in editor
40 Days Ago
Optim: don't emmit lag spikes and gc counts if there weren't any during analytics ticks Tests: observed couple client_perf ticks in editor
40 Days Ago
Bugfix: no more use-after-free for Frametimes - also reimplemented the fix from previous CL, as it was part of the problem Tests: in editor spawned on craggy and opened main menu for multiple client analytics ticks - no more exceptions
40 Days Ago
Update: Client Analytics - categorize client frametimes, gc_count and lagspikes - Bugfixing leaking a couple List<TimeSpan> containers We now filter those out to InGame, MainMenu, Inventory, Crafting, Contacts and Map frame types and aggregate per type. Everything apart from InGame aggregates slightly reduced info set. New analytics is backwards compatible. Tests: left it running with debug logging. relevant info seems to come through. There's a bug with use-after-free of List<TimeSpan> - will fix next
41 Days Ago
Update: convert error logs to error-once logs The current changes mitigate the problem, which will allow peeps to play longer while we chase up what's going wrong. Tests: none, trivial change
41 Days Ago
Update: adding more logging in an attempt to catch baseplayer NREs Tests: 2p local session with spectating, disconnects
41 Days Ago
Clean: leaving a TODO note for one I return to this
44 Days Ago
Update: if either logging or dry run is enabled, log uploader activity Previously it was editor only, and you had to enable dry-run specifically to get those logs. This makes it easier to work with. Tests: none, trivial change
44 Days Ago
Bugfix: in editor with SERVER+CLIENT send client records to client gameplay AnalyticsTable Not sure if it's technicall bug, but it did differ from original logic Tests: logged activity in the editor
44 Days Ago
Optim: wind down AzureAnalyticsUploader when UseV2 is active Gets rid of async tasks that are generating allocs while waiting for work Tests: in editor activated v2, waited till upload happens, then disabled and waited for normal upload
44 Days Ago
Update: name the analytics thread Tests: dry run in the editor
44 Days Ago
Optim: reduce allocations by relying less on async/await - Use a Thread instead of a Task for internal AnalyticsManager work (this also fixed editor 10s shutdown delay) - Allow internal upload tasks to run in parallel instead of waiting on sequential completion Previously it would frequently GC, now it's back to normal Tests: ran in editor in dry run mode. ran unit tests
44 Days Ago
Update: add profiling markers to AnalyticsManager and it's uploaders Tests: ran in editor
44 Days Ago
Update: FPUploaderImpl - add a warning in case someone attempts to feed it non-json AnalyticsTable Tests: none, trivial change
44 Days Ago
Update: append AnalyticsTable name when logging accumulator activity Tests: none, trivial change