923 Commits over 243 Days - 0.16cph!
Bugfix: ServerDemoPlayer - handle player reconnecting multiple times
Not 100% sure it's the correct way, but I think it works for now.
Tests: played back new staging demo 3 times
Tests: replace Assert.AreEqual with Assert.IsTrue
- Brings TickIntrpolatorCache test from 30s+ down to 6s
Turns out AreEqual is slow and inflates the test times by quite a bit.
Tests: ran unit test
Optim: TickInterpolatorCache reduce number of segments being copied when growing
Unit test is still slow, need to dig a bit more
Tests: ran unit tests
Merge: from parallel_validatemove
- more debug to track down null baseplayer
Tests: local editor SERVER+CLIENT session
Clean: fixing whitespace issues after auto-merge
Tests: none, trivial changes
Merge: from main
Tests: none, no conflicts
Debug: sprinkling additional validation checks in ServerUpdateParallel
Trying to narrow down at which point this null sneaks in
Tests: none, trivial change
New: TickInterpolatorCache - a sparse, bulk TickInterpolator array
- Comes with it's own stress tests (they pass, but need to investigate perf)
- Depends on PlayerCache, but I need to modify it to provide more stability
Building block towards jobifying tick history processing.
Tests: ran unit tests
Optim: replace couple managed loops with a burst job
Tests: none, trivial changes
Merge: from parallel_validatemove
- buidlfix
Tests: build client and server in editor
Buildfix: move ValidateTransformCache to SERVER region
- also fixed missing Profiler.EndSample()
Tests: built client and server in editor
Merge: from parallel_validatemove
- Adds error checking to UsePlayerUpdateJobs 1 mode and graceful disable to avoid crashes to help with investigation
Tests: ran parallel mode in editor on craggy with a couple debugger-forced emergencies
Merge: from main
Tests: none, trivial merge
Clean: promote server var to a const
- no codegen since I didn't do one when I added this
It's temp code, but it makes things safer while I investigate, so no reason to disable it at runtime
Tests: none, trivial change
Bugfix: purge player cache when player update jobs has emergency shutdown
Allows to restart player update jobs cleanly in the same session
Tests: in editor with debugger forced an emergency scenario, confirmed the cache was empty and rebuilt
Update: move player transform cache updates to be first step of parallel player processing
- Bugfix - using Steam networking backend can have temporary outtages, which can cause gaps in processing and player cache desyncing
- also enables us to compose parallel flows better in the future
Tests: local editor session on craggy
Update: add temp emergency disable of player job processing
- Only active on staging servers while I investigate the crashes
Tests: forced an error via debugger - confirmed fallback is working
Tests: move the PlayerCache stress test to it's relvant tests file and clean up
- commented out the expected-to-fail case
Tests: ran the tests
Update: adding throw away tests to investigate how I cuased a native crash yesterday
So far everything points to BasePlayer being removed after we cache all transforms for the burst jobs and before the first RecacheTransform invoke, but I haven't tracked where it's coming from.
Tests: ran the hacky unit test
Merge: from players_cmd_clean
- Removes obsolete columns
Tests: ran the command in a local editor session
Buildfix: restore server ifdefs
Tests: compiled in editor
Clean: remove obsolete columns from players cmd
- Also rewrote it using the new API
Tests: ran in a local session in editor, tested both text and json versions
Merge: from profiling_improvements
Tests: took a snapshot in editor
Update: updated profiler binaries
- Built from 7b1b923e
Contains additional filters for BaseNetwork::ShouldNetworkTo, BaseEntity::ShouldNetworkTo and entire Facepunch.Network.Subscriber class
Tests: took a snapshot in editor
Merge: from minigun_audio_fix
- Fixes minigun audio beign stuck on Client after releasing the fire button
- Fixes minigun effects not replicating to other players
Tests: local 2 player session with each player firing minigun in various patterns.
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Merge: from item_allocs
- Simplifies stacking logic to be cheaper and get rid of potential allocation
Tests: various stacking scenarios from belt to inventory with wood stacks(incomplete stacks, full stack + incomplete, full stack only)
Merge: from main
Tests: none, no conflcits
Optim: don't sort items when trying to stack them
This saves us the potential allocation in Sort + less iterations over the array + can avoid doing slightly more expensive logic if we randomly jump around in item container.
Tests: various stacking scenarios from belt to inventory with wood stacks(incomplete stacks, full stack + incomplete, full stack only)
Merge: from item_allocs
- Fixes BufferList not able to sort when it's not full
- removes some from Item.MoveToContainer
Tests: moved and stacked items in the inventory while checking profiler
Optim: remove allocations from Item.MoveToContainer
Unity profiling showed an allocation inside it's sort impl, but I haven't seen it on server snapshots - will clean up if it is there
Tests: got a bunch of wood in separate stacks and stacked it via right click from belt to inv. Checked profiler to confirm expected allocations are gone.
Bugfix: BufferList can handle sorting subrange
Tests: moved items around in inventory(future cl)
Merge: from growablegenes_allocs
- Remove allocs from GrowableGenes
Tests: local in editor, spawned a planter box, filled it with seeds while monitoring Profiler stream
Clean: remove profiling hack
Tests: none, trivial change
Update: avoid linq allocations in GrowableGenes
Tests: local in editor, spawned a planter box, filled it with seeds while monitoring Profiler stream
Merge: from treemanager_oob_nre
- Fixes NRE caused by trees close to the edge of the world
Tests: throw away unit tests that sampled edges of the tree manager's grid
Bugfix: Properly calculate grid dimensions for TreeManager
Fixes NRE caused by trees close to/outside of world bounds (modded)
Tests: throw away unit tests that sampled edge locations
Merge: from active_tooltip_nre
Logs to help track down mystery NREs.
Tests: booted into bootstrap scene
Update: reinforce Tooltip language changing logic
Instead of throwing an NRE report an error. I don't see how we can end up in this situation, but our logs show it can rarely happen.
Tests: booted into bootstrap scene
Merge: from baseplayer_dispose
- Fixes the error log spam on staging
Tests: local 2 player session, 2nd player disconnected, triggered GC - no errors
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Merge: from parellel_validatemove
- Full conversion of player WaterInfo caching over to jobs
- TerrainMap now uses NativeArray instead of managed array
- expanded unit tests
- new ServerDemoProcessor that tracks water results checks (in/out of water counts)
Going to start testing on staging and monitoring the impact
Tests: ran all the new or updated unit tests, made sure builds passed locally, during dev used server demos to validate stats.
Clean: remove unnecessary usings
Tests: editor compiles in CLIENT+SERVER
Update: adding missing logic to BasePlayer.ServerUpdateParallel since the merge
- also fixed the formatting in a couple places
Tests: none, trivial changes
Bugfix: check if ignore grids (terrain, water) are present
- Covers cases in editor where they haven't been setup yet
Tests: ran unit tests
Bugfix: invalid indexing of water infos when player is parented to a water blocking entity
Tests: none, trivial change
Merge: from main
Tests: ran unit tests, played in editor with parallel update jobs enabled on Craggy - water was detected correctly
Bugfix: rename WaterVisibilityTrigger.Reset to ResetTrackedTriggers
Old name conflicted with Unity's scripting api and generated errors in editor(problematic for tests)
Tests: ran unit tests