userDaniel Pcancel

435 Commits over 123 Days - 0.15cph!

48 Days Ago
Merge: from main Tests: none, no conflicts
48 Days Ago
Bugfix: Remove assert that forbade double-loading of ItemContainer-owning types - Removed a separate dead assert Entities can be synchronized over the network multiple time via doing a whole load, which invalidated my previous logic. Tests: Spawned a bunch of NPCs and killed them - they didn't generate asserts.
48 Days Ago
Update: Bringing back Item pooling - Added a couple extra fields that were missed Still need to reproduce the NRE we encountered earlier. Tests: built all modes in editor. Spawned an AK, put an ext-mag on it, threw away to despawn, spawned a new one - didn't have attachments
48 Days Ago
Merge: from main Tests: default editor build
48 Days Ago
Clean: removing obsolete methods from Pool Tests: built all modes in editor
48 Days Ago
Merge: from main Tests: editor build
48 Days Ago
Merge: from itemcontainer_pooling Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
48 Days Ago
Merge: from main Tests: editor compiled
49 Days Ago
Update: Assertions to catch leaking ItemContainer on init - Removed lazy cleanup on init - due to Load-Init flow it's dead code - Removed a redundant ItemContainer.Clear call Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
49 Days Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
49 Days Ago
Clean: removing overriden-but-not-really method from LootableCorpse Tests: none, trivial change
49 Days Ago
Clean: simplifying ItemContainer.MarkDirty Tests: none, trivial changes
49 Days Ago
Update: ModularVehicleInventory pools ItemContainer - Had to cause it to discard MVI on server destroy to properly clean up pool containers. Can add MVI pooling later. Tests: on craggy approached one of spawned vehicles, inserted pistons in the engine then blew up with c4. Pistons dropped, next spawned vehicle didn't have them. Telemetry had expected values.
49 Days Ago
Update: ContainerIOEntity pools ItemContainer - reimplemented inventory accessor to be backed by an explicit private var Tests: spawned small rain collector, destroyed it - saw expected changes in telemetry
49 Days Ago
Update: ItemBasedFlowRestrictor pools ItemContainer Tests: in editor on Craggy made fusebox mortal and shot it - saw ItemContainer returned to pool
49 Days Ago
Update: DroppedItemContainer pools ItemContainer Tests: spawned a wooden box, added rock and torch, destoyed it with AK. Looted the dropped container, it disappeared. Saw the uptick and downtick in telemetry when expected.
49 Days Ago
Bugfix: Avoid dangling ItemContainer reference on Clear. - ItemContainer.Clear now removes items immediately, rather than deferring them to ItemManager's removal queue - Callbacks are also invoked earlier, before the ItemManager's removal queue pumping - Instead of sending out per-item ItemContainer-MarkDirty events, we only do 1 for all - ItemContainer.Kill also clears onPreItemRemove and parent This prevents a pooling bug where we recycle ItemContainers in same frame before ItemManager removal queue being pumped. It would lead to "invisible" items occupying the inventory. Tests: Spawned a wooden box, filled it up with stuffs, destroyed it - dropped container spawned with inventory(instead of dropping on the ground). Looting it caused it to despawn(instead of stay in the world).
49 Days Ago
Bugfix: don't invalidate ItemModContainer's availableSlots - Also restricted access to availableItems to prevent future accidents and make it easier to reason about list's lifetime. This is my bug - Pooling resets available slots on ItemContainer, so if they're shared by ref - original source gets nuked. Tests: got ak47 with ext mag, dropped it, it despawned, spawned new one, tried to put rock into gear slots - it got rejected
52 Days Ago
Update: output results in micros for Recursion test Tests: ran the benchmark, confirmed output
52 Days Ago
Update: PlayerLoot pools Client-side ItemContainers Tests: tested both server-client looting and just client looting. checked telemetry on both sides - saw expected ups and downs.
52 Days Ago
Update: forgot to allocate the ItemContainer from pool for IndustrialCrafter Tests: Setup a T3 workbench with industrial crafter and ak bp(saw an uptick), broke the foundation(saw a downtick), setup again - it was empty as expected
52 Days Ago
Update: IndustrialCrafter pools ItemContainer - reimplemented properties as explicit interface props where applicable - cached LootPanelTitle translated phrase (as it was allocating on every get) - removed dead code in CanPickup - got rid of if branch on ServerInit (since we now destroy inventory on entity destroy) Tests: Setup a T3 workbench with industrial crafter and ak bp(saw an uptick), broke the foundation(saw a downtick), setup again - it was empty as expected
52 Days Ago
Update: Item & ItemModContainer pools ItemContainer Tests: spawned an AK, added extended mag, dropped it - saw uptick. after it despawned - got downtick. Spawning another AK gave me a fresh and empty one.
52 Days Ago
Bugfix: missed original allocation in PlayerCorpse Tests: none, trivial changes
52 Days Ago
Update: PlayerCorpse pools ItemContainer Tests: dressed up, suicide, saw uptick of containers, body disappeared, saw downtick of containers. Repeated, got expected results and didn't see a leak
53 Days Ago
Update: LootableCorpse pools ItemContainer Tests: Equipped a horse with backpack and items, killed it - saw the uptick in ItemContainer telemetry, then once corpse despawned, it ticked down.
53 Days Ago
Update: PlayerInventory pools ItemContianers Tests: equipped backpack, loaded up on items, killed self and checked that look transferred properly. Confirmed recycling in 2p session by killing the sleeper.
53 Days Ago
Update: BaseRidableAnimal pools ItemContainers - Also "fixes" silent id leak by returning it Test: On Craggy, equipped and shot a horse - saw 2 ItemContainers returned to pool in stats. Spawned another one - they got consumed, and gear was empty.
53 Days Ago
Clean: remove BaseRidableAnimal.OnInventoryFirstCreated - Inlined only usecases's event code into init - Cleaned up double-nested ifdef and a bunch of newlines It has been used incorrectly anyway and was misleading. Tests: none, trivial changes
53 Days Ago
Update: ShopFront pools ItemContainer - also deleted empty virtual override Test: 2 player session with a shop front, one was interacting with the front while I destroyed it - items dropped, next front clear
53 Days Ago
Clean: Remove redundant StorageContainer.ResetState All the cleanup is already done in DoServerDestroy. Might be worth consolidating these callbacks in the future. Tests: none, trivial change
54 Days Ago
Update: StorageContainer now pools ItemContainer - had to introduce a member variable to avoid funky pool API usage because oif property - also had to relax empty container assert, as there already are cases that don't clean up their inventory on kill Tests: on Craggy killed all entities via console, saw the pool container stats go down to 0
54 Days Ago
Update: ItemContainer supports IPooled - Minor fix - avoid double returning container UID - replace a static-readonly with a const Right now there's only 1 place that pools ItemContainers(reclaim manager), so impact of this is low. Tests: in softcore killed self and looted reclaim backpack. Tests:
54 Days Ago
Optim: avoid copying items on container clear - Also consolidated it into one function. Did an overview of existing code, didn't spot cases where we can try to modify the container as we're clearing it. Tests: killed a bunch of animals, loaded up a wooden storage box then killed it
54 Days Ago
Update: Adding a couple tail recursion perf tests - also comes with a vailidity unit test Going to be used to do a write up for the weekly perf blog post Tests: Ran these perf tests in editor and player, got kind-of expected results.
54 Days Ago
Merge: from main Tests: none
55 Days Ago
Merge: from fix_hitinfo_pooling Tests: all modes build in editor, got attacked by animals then injure->kill - correct killer (and no leaks of HitInfo in Pool)
55 Days Ago
Bugfix: show valid last attacker when suiciding We used to cache pooled HitInfo which could cause it to be randomly modified by other hit processing. Now we cache a value struct isntead of hitinfo. Tests: solo session, get attacked by an animal, then run injure -> kill. Used to see self as killer, now see animal
55 Days Ago
Bugfix: Fix server-side leak of HitInfo for player melee attacks Still on the lookout for the sourc of bad death screen info Test: local session, couple hits by p2 and the pool numbers for HitInfo stayed stable
55 Days Ago
Merge: from main Tests: none, trivial changes
55 Days Ago
Merge: from geiger_counter_leak Brings across the pool.print_memory filter feature. Tests: none, trivial change
55 Days Ago
Merge: from main Tests: built all modes in editor
59 Days Ago
Clean: remove obsolete logs from GeigerCounter Tests: none, trivial change
59 Days Ago
Update: Take marker telemetry every measurement - Also avoid activating markers during Setup/Shutdown - Also avoid trying to convert Undefined sampler type to "seconds" Without these changes perf telemetry was too coarse(1 total value for all measurements * iters) Tests: Ran it for existing bench tests
59 Days Ago
Bugfix: Don't record GC data from Warmup runs Fallout from my first patch Tests: ran new perf tests with warmup, observed no allocations being recorded(as expected)
59 Days Ago
Clean: fix 2 Pool obsolete warnings Tests: none, trivial changes
59 Days Ago
Merge: from main - There's 2 new warnings for obsolete pool usage, will fix in next Tests: Built all modes in editor
59 Days Ago
Merge: from main Tests: built all modes in editor
2 Months Ago
Update: Switch to Dynamic measurements for Pool perf tests - Also moved the tests into it's own nested class since there'll be more in the future. Surprised this is not default behavior, but ah well. It does run less measurements, so it avoids random spikes. Tests: ran the pool perf tests, results line up with previous
2 Months Ago
Bugfix: Avoid perf degradation with many small Perf Test iterations Was caused by aggressive GC invocation, which I just ripped out - there's a better alternatives if it's truly needed. Tests: Ran the Pool bench tests, execution time went down from 3m to 3-5s