435 Commits over 123 Days - 0.15cph!
Bugfix: Avoid tracking allocations from Setup/Cleanup
This fixes the bug that was invalidating measurement tracking. That said, this causes a perf regression because ExecuteSingleIteration is slow - will fix in next CL.
Tests: Observed a reduction in allocation calls for Pool perf test (but not to 0, as it's picking up allocations from GC.Collect)
New: Adding PoolTests allocation perf test
Estimates the allocation speed compared to basic heap alloc when we have full capacity available. This is just for perf testing package validation(revealed 2 bugs).
Tests: ran it and validated results in the Test Report window
Add: Adding Performance Test Framework(v3.0.3) as a source package
While evaluating I discovered a couple issues, so will be patching it over time
Tests: wrote a pool perf test, it ran
Merge: from main
Tests: built all modes in editor
Update: document and test StringView.IndexOf
Tests: ran the new unit tests
Merge: from main
Tests: built all modes in editor
Update: RCon test page now accepts custom endpoint
Think at this point it's good enough, so I'll stop here
Tests: tested with connecting to local host
Update: RCon test page now follows log coloring output
- Parses color tags that we receive in the stream
- Recolored background to follow unity's style (since we sometimes send white colored logs)
Tests: connected to session with high debug level with colored output
Update: RCon page displays Logs
- Logs the pages connection flow, rcon commands and the feed from the server
- Log scroll sticks to bottom
Tests: ran with local session
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Update: Add entity counter to Save Viewer
This should be enough for now, I'll add more functionality as needed.
Tests: loaded a large save, validated counter updates with filtering applied
Update: SaveViewer triggers loading on changed event
- Also disabe the export buttons if no valid save is loaded
Allowed to get rid of an extra variable and a first-run exception
Tests: loaded large save game multiple times, all func still worked
Bugfix: avoid parsing invalid paths in SaveViewer
Tests: tried to use a malformed path
Bugfix: Avoid leaking protobuff entities in SaveViewer
Tests: loaded a save multiple times
Clean: remove redundant code in SaveViewer
Tests: filtered a small save
Bugfix:SaveViewer no longer constantly filters
- Also clear up cached results when user clears save file path
Tests: stepped through the code, confirmed execution happened only once
Update: Migrating ConvertSaveFile func to SaveViewer
- Removed old CovertSaveFile
Tests: checked sorting works on a small save, export generates valid csvs
Merge: from main
I also renamed this branch(used to be itemcontainer_ipooled)
Tests: spawned on cragy, killed a scientist, confirmed m92 was marked to not save before kill, then marked for save after kill
Bugfix: Fix equipped item entity leak into savegames
Fixed by tracking whether owher player-entity will be saved or not, and banning equipped items from saving.
Tests:
- Ran in local editor with known offender 'scientistnpc_junkpile_pistol.prefab' - it no longer orphaned it's items on save-load
- Built a local server executable, let it simulate for 30 mins, saved-loaded - there were no instances of 'geiger_counter' and only 1 instance of m92 (out of 253 on the server), it's child `lasersight` also was 0 (out of 143 original)
Buildfix: invalid macro scope
Tests: built in none mode - passed
Update: Allow control for individual log type level
- dev level works as before by overwriting all of log type levels
This will help avoid flooding logs in specific scenarios. To be fully complete it needs to be extracted and consolidated in it's own utility.
Tests: changed logs on a procedural map - saw log types cut off/appear in the stream
Update: Temp logging of geiger counter equip events
Tests: local session
Optim: defer boxing when calling LogEntry
Reduces the overhead of logging a smidge when we won't be emitting any logs due to debug level.
Tests: ran local session, logs still there
Update: Converting custom combat logs to use LogEntry
Tests: local session, checked that collisions generated hurt logs
Update: minor log format changes to help with searchability
By wrapping the category in it'll be easier to do simple searches without hitting popular words (like Spawn)
Tests: ran locally
Clean: Making frequent logs less spammy in normal detail mode
- Bradley velocity report is removed (as it didn't add much value)
- Network update logs moved to highest detail level, 3
Otherwise, it floods the output too much, making it hard to parse logs
Tests: ran locally, checked logs are less spammy
Bugfix: Fix logging name frequently missing a NetID
It was possible to generate and cache name too early
Tests: local editor session, observed that same game object's identity updated properly
Update: When logging emit an instance ID
Without it can be hard to aggregate logs per game object
Tests: ran in editor
Bugfix: RCon test page now works
It's barebones, but enough.
Tests: tested in local session, could see commands take effect
New: Initial version of Save Viewer
It's very simplistic, but currently displays ID, prefab name, and parent ID (if exists). Allows to search by these and prefab name
Tests: loaded a test save from staging server (200k entities, 20mb), was able to interact and get data I wanted
Clean: simplify code in WhatUsesThis.ParsePrefab
Tests: none, trivial changes
Bugfix: WhatUsesThis - avoid duplciate results
It was possible that our recursive search would pick up the same references as AssetDatabase, so exclude those.
Tests: Asset used to return 5 results with 2 pairs of dupes - now it's 3 results with no dupes
Update: WhatUsesThis is now able to inspect prefabs recursively
It'll search for any GUIDs that are mentioned on any attached MonoBehaviors and cache them. Search is done in the background while database scan is ongoing - no perf degradation.
Tests: ran Rebuild then searched for the prefab that didn't report any results - now reports 6 hits
Update: pool.print_memory now allows to filter by T, case sensitie
Will be useful in narrowing down leaks in a more precise fashion
Tests: Ran the command with/without filter args
Merge: from /main/expand_ipooled
Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
Merge: from main
I've reached a good checkpoint, so prepping to merge back to staging
Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
Update: TokenBucket implements IPooled
Tests: none, trivial changes
Update: Sliced-/GranularAudioClip.Grain now implement IPooled
Didn't realize there were extra similar types, added.
Tests: None, trivial changes
Update: Planner.Guide.Snapping implements IPooled
Another candidate for struct conversion - added it to the task.
Tests: tested with laser light snapping - still snaps
Update: SoundModulation.Modulator now implements IPooled
Ideally this should be a struct, since it's an 8byte object, but that would require to change too many places for now. Will create a separate task for this.
Tests: local session, ran around and shot - could hear steps, impact on different surfaces
Update: MusicManager.ClipPlaybackData now implements IPooled
Tests: booted in local session, no exceptions
Update: MusicClipLoader.LoadedAudioClip now implements IPooled
Tests: booted in local session, no exceptions
Updating: EngineAudioClip.Grain implements IPooled
Will need to explore further if it's dead script
Tests: None, trivial change
Merge: from main
Tests: none
Update: Replacing Pool.FreeUnsafe with Pool.Free where possible
Since more IPooled usage has been added, these were left untouched by accident.
Tests: none, trivial changes
Merge: from main
Tests: checked all modes build
Update: Network.Message implements IPooled
Technically, this should be converted to a struct instead, but the benefit/effort is not worth it right now.
Also marked a static as readonly, since we never modify it.
Tests: single client-server session was pumping messages succesfully. Built all modes. Tested recoridng and playback.
Update: WaterDynamics.InstanceBatch implements IPooled
Also removed a bit of dead code and unused functions.
Tests: checked that rowboat still produces foam
Update: PlayerReclaimEntry implements IPooled
Tests: tested in local multiplayer in softcore mode
Update: ImpostorBatch implements IPooled
Moved some code around and removed some always-true checks.
Tests: during local game hit all new functions in the right order