userDaniel Pcancel

1,106 Commits over 274 Days - 0.17cph!

Today
Tests: perf test to measure ServerProfiler overhead Going to try a different internal storage approach to make future changes easier (and potentially faster) Tests: ran the new tests
Today
Merge: from parallel_validatemove - Removes PlayerCache.ValidPlayers allocs Tests: took a snapshot on Craggy in editor
Today
Optim: PlayerCache.ValidPlayers no longer allocates garbage Tests: took snapshot on Craggy in editor to confirm
Today
Merge: from main Tests: none, no conflicts
Today
Merge: from profiling_improvements - Reduces overhead of serializing to/from ProtoBuf by not tracking BufferStream calls Tests: snapshot on Craggy in editor
Today
Update: further filtering of methods - Dropping BaseEntity.Is* methods that are just HasFlag wrappers - Dropping new Rust.Data BufferStream and RangeHandle Should reduce overhead on serialization Tests: snapshot on Craggy in editor
Today
Merge: from main Tests: none, no conflicts
Yesterday
Merge: from relationshipmanager_leaks - Server and Client-side bugfixes for pooling around RelationshipManager types Tests: local 2 player session with flicking open-closed the contacts screen and with pooling tracking
Yesterday
Merge: from main Tests: none, no conflicts
Yesterday
Bugfix: return ProtoBuf.PlayerRelationships back to pool after client rpc is executed Think it was the only PlayerRelationships leak on client Tests: local session on craggy, opened&closed contacts - saw pool metrics stay stable
Yesterday
Update: using new RelationshipManager.ClearRelations to avoid potential pooling leaks Tests: none
Yesterday
Bugfix: clear PlayerRelationshipInfo when returning PlayerRelationship to pool Tests: none, since it turns out that we don't have any code that stresses this path - one more thing to fix then
Yesterday
Bugfix: return PlayerRelationshipInfo back to pool when forgetting a player 2 more places to fix Tests: none
Yesterday
Bugfix: return to pool ProtoBuf.RelationshipManager.PlayerRelationships + nested types after client rpcs There's still one more server leak and a client leak Tests: local 2-player session. Made sure changed code is being stepped through.
Yesterday
Merge: from main Tests: none, no conflicts
Yesterday
Merge: from reduce_appmarkersellorder_allocs - Reduces pool spillage and misses of ProtoBuf.AppMarker.SellOrder Tests: started server on procgen map
Yesterday
Optim: Increase ProtoBuf.AppMarker.SellOrder pool capacity to 2k - Should reduce creation and spillage of SellOrders Tests: booted server on procgen.
Yesterday
Merge: from profiling_improvements Tests: snapshot on craggy in editor
Yesterday
Merge: from main Tests: none, no conflicts
Yesterday
Update: Further removal of about 10% methods from perf snapshot - Built using e70c083b Tests: took a snapshot on craggy
Yesterday
Merge: from listcompare_optim - ListHashSet can now be pooled and supports Compare - Optim Networkable.UpdateSubscriptions via ListHashSet Tests: unit tests
Yesterday
Merge: from main Tests: none, no conflicts
Yesterday
Clean: simplify code via ?. notation Tests: unit tests
Yesterday
Optim: Constain List<T>.Compare to only works on List<T> This removes remaining 4 boxing allocations Tests: unit tests
Yesterday
Optim: Use ListHashSet<T>.Compare in UpdateSubscriptions and UpdateHighPrioritySubscriptions Tests: none, trivial change
Yesterday
Update: Network.Visibility.Provider works on ListHashSet Tests: none, simple changes
Yesterday
Update: Facepunch.Pool now supports ListHashSet - gave ListHashSet a default ctor Tests: unit tests
Yesterday
Update: ListHashSet has it's own specialized static Compare method - Replciated tests from ListExtensionTests for ListHashSet Tests: ran unit tests
2 Days Ago
Optim: List.Compare now uses pooled hashsets instead of hashing-and-sorting 2x faster. Now, just need to see if I can get rid of these remaining allocs (just 4 per stable run) Tests: unit tests
2 Days Ago
Merge: from profiling_improvements - Reduce capture size by ~19% by filtering out more methods Tests: snapshot on craggy in editor
2 Days Ago
Update: further reduce capture scope by ~19% - Built from c4679e41 Tests: snapshot in editor on Craggy
2 Days Ago
Merge: from main
2 Days Ago
Merge: from parallel_validatemove - Bugfix: GamePhysics.OverlapCapsules no longer skips 0-length-capsule queries - Additional unit tests Tests: unit tests + staging demo playback
2 Days Ago
Tests: add GamePhysics.CheckShhere, CheckCapsule and related consistency tests Contains divergence cases that are constantly warned about - this is to document current behavior Tests: ran unit tests
2 Days Ago
Update: Adding GamePhysics.CheckSpheres Tests: unit tests (next submit)
3 Days Ago
Merge: from main Tests: none, no conflicts
3 Days Ago
Update: Made GamePhysics.CheckCapsules and related consistent with CheckCapsule around sphere queries - Added a defaulted param(true) that controls whether we should scan for sphere-like capsule queries or not - Added a couple comments to clarify things This adds ~1ms on 10k player perf test scenario, but should silence Unity's warnings Tests: unit tests + staging demo playback
6 Days Ago
Update: GamePhysics.OverlapCapsules and OverlapSpheres now check for invalid commands and report errros Tests: unit tests
6 Days Ago
Clean: added a comment expanding the reason for previous test Tests: none, trivial change
6 Days Ago
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6 Days Ago
Bugfix: ServerDemoPlayer - skip trying to spawn invalid prefabs from the server demo stream Tests: played back server demo
6 Days Ago
Update: make ServerDemoPlayer complient with recent Protobuf changes Tests: played back a staging server demo
6 Days Ago
Merge: from main Tests: none, no conflicts
7 Days Ago
Merge: from loading_entity_leak - Fix zombie ProtoBuf.Entity objects never being returned to the pool after loading a game save Tests: loaded craggy save, editor default procgen save and staging server save
7 Days Ago
Bugfix: don't leak ProtoBuf.Entity during loading of a save Loading a 4.3k staging server save drops ~129k objects (almost all get spilled, but that's okay after a load) Tests: loaded craggy save, loaded default editor procgen save and stagign server procgen save
7 Days Ago
Merge: from fix_treetoolrenderer - Brings back tree rendering on editor start with a scene with trees without triggering database refresh Tests: variosu editor open scenarios, various scene switching scenarios with domain reload
7 Days Ago
Update: TreeToolRenderer is now a static class instead of an EditorTool State survives domain reload (somehow). Tests: started editor on swamp_a, craggy, swamp_b - rendered okay. Triggered a couple domain reloads via code changes - still rendered with active scene + scene switching
7 Days Ago
Bugfix: bring back tree rendering on first scene opening - Defer tool initialization to first scene load to avoid triggering asset refresh in InitializeOnLoad Tests: closed and opened editor with various starting scenes. Switched scenes.
7 Days Ago
Merge: from ioentity_slacklevels_pooling - Fixes IO entity spilling List<float> on save Tests: build a couple water tanks and checked pool.print_memory
7 Days Ago
Bugfix: use pooled List<float> during IOEntity's slacklevels saving Avoids inflating List<float> in the pool, and eventually spilling them, leading to GC pressure. Tests: on craggy build a couple water tanks - checked that "List`1[System.Single" pooled active objects doesn't go negative