userDaniel Pcancel
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495 Commits over 123 Days - 0.17cph!

Today
Update: recylce RotateWhenOn's sound loop Tests: none, trivial change
Today
Update: sanity-recycle sounds when procedural lift is disabled Tests: none, trivial change
Today
Update: recycle SpinUp layer sounds on disable Tests: none, trivial change
Today
Bugfix: Flamethrower now works if continuing fire after quickswitching Tests: in editor, did normal firing with quickswitching intermixed
Today
Bugfix: Flamethrower sounds leaking or missing, pt1 - Recycle sounds when destroyed or holstered - Start play pilot sound on deploy (used to only take effect after firing) - Cleaned up a bunch of comments and whitespaces There's one more bug to do with holding the fire button while quick switching away and back to flamethrower, that's next. Tests: in editor fired and quick-switched away then monitored audio.printsounds
Today
Bugfix: fixing misplaced call in CompoundBow Tests: none, trivial change
Today
Bugfix: avoid leaking compound bow sound loop - Also added sound recycle on destroy It was just one instance that would be cleaned up on switch-back to bow per player. Tests: in editor pulled the bow till max, quick-switched away, checked via audio.printsounds that it was gone
Today
Update: recycle sounds when destroying a BaseLiquidVessel Tests: none, trivial change
Today
Update: recycle sounds when PhoneController is destroyed Tests: none, trivial change
Today
Update: recycle sound when MobileInventoryEntity is disabled Tests: none, trivial change
Today
Update: recycle sounds when RadiationOverlay is disabled Tests: none, trivial change
Today
Update: recycle sounds on SoundFollowCollider disable Tests: none, trivial change
Today
Update: CoalingTower stops it's effects on client side Shouldn't have any effect now since we don't despawn them, but will avoid pooling issues in the future if we suddenly start Tests: none, trivial change
Yesterday
Merge: from main Tests: Rode the zipline on craggy back and forward, ran around the island and monitored pooling logs
Yesterday
Merge: from profiling_improvements - Moves core of ServerProfiler to an unmanaged DLL - this deals with various mod issues and massively reduces recording overhead (less than 10% vs previous up to 7x). - Snapshot marks are prefixed with assembly name Tests: - 3 times in a row: Generated snapshot in editor on Craggy - 5 times in a row: Generated snapshot in Release standalone server with 6k world and 190k entities (with borked and good harmony mods) - 3 times in a row: Generated snapshot in Debug standalone server with 6k world and 190k entities (with borked and good harmony mods) - Built Wint64 client (debug and relase); booted up release
Yesterday
Update: Avoid shipping ServerProfiler to clients - Done by deleting the dll after it's built Tests: Build Win64 Client Debug and Release - no more dll
Yesterday
Update: added Assembly name to the snapshot marks Makes it a bit clearer where calls are coming from at the expense of larger snapshot(compressed: 2mb -> 7mb, json: 50mb->140mb). But, since the profiler is much faster now, the snapshots are smaller on 6k servers. Tests: exported 2 snapshots from Editor's Craggy, and exported 5 from standalone 6k server
Yesterday
Bugfix: Prohibit constexpr initialization of mutexes in ServerProfiler.Core Turns out the toolset I'm using produces non-binary compatible assembly - using an escape hatch to avoid this issue. This only manifested in standalone builds. Tests: exported 5 snapshots from procgen 6k world in a row over 2 minutes. Used both borked and good hamony mods as well.
Yesterday
Bugfix: fixed incorrect time scale in reports - Also replaced the debug dll with a release one (interestingly, this also removed quite a lot of scopes in the report) Tests: exported snapshot from Craggy in editor
Yesterday
Bugfix: various issues that snuck in during rewrite - Turns out unmanaged threads get destroyed by engine, so needed to add deferred clean up of collected telemetry - this fixed editor crashes and crashes in export thread - I accidentally recorded allocations for worker threads only - flipped to record main thread only - I was emitting methods for MethodExit and MethodException marks, which is unnecessary - cleaned up Still need to fix timestamp conversion on export, that'll be next Tests: exported snapshot from Editor's Craggy
3 Days Ago
Update: moved profiler code to unmanaged assembly - submitting debug DLL for now, will ship release once ready Can take snapshot, but export doesn't finish - likely an exception on export thread. Tests: taken snapshot in editor on Craggy - saw logs of data accumulated, but no final "compressed" message
7 Days Ago
Merge: from profiling_improvements - This brings ServerProfiler over, our own tool to generate server profiling snapshots - To activate, start your server with "-enableProfiler", to take a snapshot use admin server command profile.perfsnapshot (files in <root>/server/<ident>/profiler/) Tests: Exported multiple snapshots from Editor running Craggy, Release server running 6k Procgen world and a couple from Debug server.
7 Days Ago
Bugfix: avoid leaking repeating invoke when taking snapshots - Also avoids ambiguity of taking multiple snapshots Tests: generated 2 snapshots in editor back to back with a delay
7 Days Ago
Update: notify that a snapshot was taken when no delay was requested Tests: none, trivial change
7 Days Ago
Merge: from main Tests: built all modes in editor, exported snapshot from editor's Craggy 5 times in a row, built standalone release server and exported snapshot 3 times
7 Days Ago
Update: Add chat feedback when perf snapshot is being taken It'll warn users if they're in the middle of something important Tests: exported in editor with no delay and default standalone delay
7 Days Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
7 Days Ago
Update: Add commandline argument support to explicitly turn on profiler instrumentation - Added log to explicitly confirm if it's enabled or disabled Tests: ran in editor and server standalone with and without it being enabled
7 Days Ago
Bugfix: avoid a rare case of dealocating main thread's Allocs storage - Code is written with the assumption that it's always there, but if 1 frame didn't record any allocs, it would nuke the storage, tripping up the profiler. Discovered when doing additional testing in standalone (somehow editor was unaffected) Tests: did 6 snapshots of standalone server with 6k map - no crashes
8 Days Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
8 Days Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
8 Days Ago
Update: export worker threads in the json snapshot - Also fixed a bug I introduced in previous submit that led to sporadic exceptions Tests: exported 5 profiles in a row from Craggy in Editor, exported 2 in standalone, checked in perfetto
8 Days Ago
Update: record marks from worker threads - Had to leave allocation tracking enabled for main thread only - there's a comment explaining why Need to implement export for worker threads - that's next Tests: exported snapshot from Craggy in editor and opened in Perfetto
8 Days Ago
Update: generate snapshots under server root Tests: exported in editor, found in the right location
9 Days Ago
Undo: unintentional change to ProjectSettings, reverted by hand Tests: none, trivial change
9 Days Ago
Update: rewrote ServerProfiler TLS storage - Instead of having per-frame storage, we now have one big buffer - Rewrote ProfilerExporter to support changes - Removes a weird stall on EndOfFrame invoke in standalone I couldn't find a way to implement lock-free perf mark recording with previous approach, but now I should have a way - will attempt next. Tests: exported profile from Craggy in editor and standalone 6k server - both open in Perfetto and look coherent
10 Days Ago
Update: export snapshots into separate folder Makes it easier to build tooling for it Tests: generated an editor snapshot
10 Days Ago
Update: allow specifying the name and how many frames to collect for perf snapshot - We support max 10 frames of recording, so frames input gets clamped - Also left a note for future maintenance Tests: exported multiple snapshots in editor with 1 and 11 frames
13 Days Ago
Update: adding extra logging and sanity checking when exporting a profile snapshot For some reason one of frames from standalone gets borked - hoping this'll help track it down. Tests: exported craggy in editor
13 Days Ago
Update: Gather GC.Collect activity into perf snapshot - Avoid thread id checks reaching to mono runtime to resolve it, as it's unsafe during GC.Collect Tests: did a 6k standalone perf snapshot, but didn't catch a collection event. Forced one in editor on 3rd frame, confirmed visible in perfetto.
13 Days Ago
Update: export Allocs as process-wide events This puts them on a separate track, making it easier to spot them. Tests: checked craggy snapshot in perfetto
13 Days Ago
Clean: removing some unnecessary sanitization logic One of recent updates now guarantees storage is enough to house all snapshot data Tests: loaded craggy snapshot in perfetto - no missing names/allocs, no asserts
13 Days Ago
Update: export Alloc events to json snapshot They get a bit lost in the sea of all other instantaneous events, so will need to somehow improve this Tests: loaded craggy snapshot in perfetto
13 Days Ago
Update: record GC alloc events in the snapshot Currently don't emit them in the json, but that'll be the next thing Tests: took a perf snapshot on craggy
14 Days Ago
Optim: reduce profiling capacity, instead lazy-grow it - When frame didn't fit the capacity, drop it and rerecord it This should help avoid large stutters in editor (and hopefully on the server as well). Tests: tested craggy in editor - spikes gone. Tested on 6k world in standalone server - spikes still present. Also noticed one export failed, but think it's unrelated to current changes
14 Days Ago
Optim: Avoid allocations when generating method names - Also cleaned up a couple TODOs - Added extra logging to track stages of export progress Getting very close to completing all outstanding TODOs Tests: exported craggy and checked scope names in perfetto
14 Days Ago
Update: add cross-frame stitching of torn scopes Tests: snapshotted craggy, loaded in perfetto
14 Days Ago
Update: offloading snapshot export to a task thread - Stopped exporting binary snapshot, and left a comment explaining why it's not in use (but not deleted) - Only export compressed json (saves a bit of time on iteration) Hope is to reduce stutter, but my tests in editor show that it's inconsistent (it's less, but for some reason main thread has frames that somtimes seem to wait for worker thread to finish - need to investigate) Tests: exported snapshot from craggy, unzipped and loaded in perfetto
14 Days Ago
Bugfix: exclude 'length' bytes from content end offset Tests: none, trivial change
14 Days Ago
Update: Add support to export snapshot as a binary blob - Also emitting compressed version of json and bin snapshots - Minor code reorganization + TODOs Surprisingly, despite tighter binary format, it compressed to a larger size than compressed json Tests: loaded compressed snapshot to perfetto. Didn't trest the binary as it doesn't have any readers yet, so it's untested