userDaniel Pcancel
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3,115 Commits over 730 Days - 0.18cph!

Today
Merge: from benchmark_fixes - fixes all-bar-one NREs happening when running `benchmark` command Tests: ran benchmark in editor
Today
Update: clean up spawned players before unloading BaseRaidBenchmark scene Helps deal with breadcrumb logs for zombie players in the list, but there's still an NRE from Client.LateUpdate - not confident to much with it just yet. Tests: ran entire benchmark suite
Today
Update: add a null check to FoliageGrid It depends on terrain, but some scenes might not have terrain available (FireworkBenchmark) Tests: ran the scene
Today
Bugfix: add missing initialization to BaseRaidBenchmarkScene - Initialize ProjectileCache (no idea where that has gone) - Initialize admin overlay component Tests: BaseRaidBenchmark runs without exceptions
Today
Update: assign CraggyIsland terrain data in MonumentBenchmark Was causing an NRE when trying to run that benchmark from bootstrap Tests: benchmark MonumentBenchmark
Yesterday
Merge: from mt_snapshot_saving - Bugfix for invalid-api exception when trying to save attackheli turret with ammo/gun Tests: spawned one, loaded it up and shot all while in Jobs 4 mode
Yesterday
Bugfix: cache ammo for heli turret, avoid TryGetComponent in Save which is not safe in MT Tests: spawend a heli, setup an ak turret with 100 bullets, shot in Jobs 4 mode - no errors
Yesterday
Merge: from main
Yesterday
Merge: from fix_skipinit_error - Buildfix(editor) - replace unsupported intrinsic Tests: no errors in editor on script compile, checked asm
Yesterday
Buildfix: get rid of SkipInit, LLVM optimizes out variable initialization from final asm Tests: triggered compile - no errors in editor. Checked asm against externally stack allocated storage - same asm
Yesterday
Merge: from pool_leak_experiments - Optim: replace FuzzyPool with LPRQ segment - it can be up to 20% faster and doesn't leak/spill sporadically Tests: unit + perf tests, loaded 2.5k procgen map, checked print_memory - no spills
Yesterday
Clean: remove editor-only add/remove fail counters - also cache cell buffer length - jit might already do it automatically, so might be moot Tests: compiles
Yesterday
Merge: from lprq Prepping LPRQ segment implementation to use instead of current FuzzyPool Tests: ran unit tests
Yesterday
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior Tests: ran unit test
Yesterday
Clean: Add general explanation on the pool implementation - remove TODOs - buildfix for non-editor builds - bugfix of setting the wrong epoch for a slot for stale cells Tests: ran unit and perf tests
Yesterday
Optim: inline LPRQ segment logic, get rid of the overall queue Perf test is averaging 2.8ms, improvement over FuzzyPool by 20% Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
Yesterday
Optim: use same trick of oversized segment to avoid segment churn Looks faster than FuzzyPool, noice Tests: ran unit tests + select perf tests
Yesterday
Optim: inline segment storage and strip all ConcurrentQueue logic My previous estimate of 10% degradation was off - it actually was 6ms vs 3.5ms. With these changes I consistently get 4ms for AllocDeallocMTShortLived(32,False) perf test - 15% loss, still acceptable Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
Yesterday
Update(tests): port unit test fix from child branch Tests: ran PoolTests batch of unit tests
Yesterday
Merge: from main
Yesterday
Merge: from main Random Editor crash seems to be gone on latest
Yesterday
Optim: use an over capacity segment to avoid segment churn This keeps GC activity at 0. Perf seems 10% worse than Fuzzy, but it's acceptable. Though there's a bug somewhere. Tests: AllocDeallocMTShortLived(32,False) perf test
2 Days Ago
Update: reimpleemnt whole of CoreCLR's ConcurrentQueue (same as in shipped mscorlib) - added extra telemetry to track segment alloc/retire, general tries, gc activity This time didn't rip out the segment growing logic, and looks like if it safely fits in one segment, it can be consistently used. Going to confirm if extra large segment is enough, then it'll be a viable candidate Tests: ran unit tests and AllocDeallocMTShortLived(32,False) perf test
2 Days Ago
Update: minor simplifications - get rid of retry limiters - fixup unsafe increments Couldn't figure out how to do add segment recycling, so going to change focus for a bit - will see how ConcurrentQueue performs Tests: ran unit tests
3 Days Ago
Optim: reduce GC impact by reducing how many segments we trash This forces serialization at the point of segment exhaustion. Need to see if I can setup some sort of recycling to reduce busy spinning Tests: ran AllocDeallocMTShortLived(32, false), no more GC reports
3 Days Ago
Bugfix(tests): fix 2 pooling tests having bad setup after Spillage tests These tests rely on explicit sizes/counters, so were randomly failing Tests: ran all PoolTests unit tests
3 Days Ago
Update: add a bunch of perf counters to try to track down the spike source - slightly amend Enqueue to help progress swap before creating a new segment if it failed The spikes are from GC collection events, likely triggered by excessive trashing of segments(after 10 runs - 106 created, 97 trashed) Tests: ran AllocDeallocMTShortLived(32, false) perf test
3 Days Ago
Update: reimplement pool internals on top of LPRQ Based on paper by Raed Romanov & Nikita Koval: https://dl.acm.org/doi/epdf/10.1145/3572848.3577485 Shows same or a bit better times than FuzzyPool, but periodically has a very spiky test (from 2ms to 40ms). Also needs further tweaking and documenting Tests: ran unit & perf tests
4 Days Ago
Update: try using CoreCLR's ConcurrentQueueSegment as a Pool implementation Leaks a bit in busy MT perf tests, but breaks down at 32 threads (can leak up to 50% of the buffer). Not good enough on it's own Tests: ran perf and unit tests
6 Days Ago
Update(editor): SaveViewer - add a size check when loading a save - also emit what was the last prefab loaded (if there was one) to help track down protobuf/save without save protocol update Tests: used to load a borked save, didn't get stuck in an infinite loop
7 Days Ago
Merge: from fix_app_turretcontrol - No changes, just plastic history graph cleanup
7 Days Ago
Merge: from main
8 Days Ago
Merge: from fix_app_turretcontrol - Bugfix for frozen turret view in Rust+ app Tests: controlled turret in Rust+ app
8 Days Ago
Bugfix: feed controlled entities transformation matrices to Rust+ camera instead of transforms AutoTurret has a virtualized hierarchy, so the eye transform was never moved, and the camera rendered same view angles Tests: used Rust+ app to control the turret
9 Days Ago
Merge: from codeanalyzer_getwrapperattrib - Update Rust.CodeAnalyzer for PoolAnalyzerGetWrapperAttribute support - Bugfix 4 pool leaks from above attrib Tests: compiler simulator passes
9 Days Ago
Bugfix: fixup pooling errors in 4 places - 2 in WireTool, BaseAIBrain and CommunityEntity - added a bunch of PoolAnalyzerNonCachingAttribute to BaseAIBrain calls working on proto types Noticed 2 cases where analysis escape didn't trigger like it should've Tests: none, trivial changes
9 Days Ago
Update: update CodeAnalyzer with support for PoolAnalyzerGetWrapperAttribute - tag NetRead.Proto and ProtoDelta with it Tests: editor compile shows 4 pooling errors
9 Days Ago
Merge: from fix_unitask_taskpool - Bugfix for not-thread-safe taskpool Tests: unit tests + booted into craggy with Jobs 4
9 Days Ago
Update: merge up to UnitTask/d239195 - Bugfix for buggy task pool returning dupes Tests: booted into craggy, unit tests
11 Days Ago
Bugfix(editor): WhatUsesThis - don't require a whitespace after m_EditorClassIdentifier - wrap the serach into a try-catch-throw block so we can quickly check if there's anything wrong with the prefab Whitespace got lost in the prefab asset, causing the tool to trip up Tests: ran it, got results
11 Days Ago
Merge: from mt_snapshot_saving - Bugfix for duplicate field serialization - Bugfix for unsafe Time access on worker thread Tests: Booted into craggy
11 Days Ago
Bugfix: remove duplicate transformHandle property Prevents error in editor about duplicate serialization. Though the member is private and shouldn't serialize anyway? Tests: tried opening & saving the rpefab, but couldn't cause original error
11 Days Ago
Bugfix: use cached time snapshot for server occlusion snapshot sending Prevents Time usage in worker threads Tests: none, trivial change
11 Days Ago
Merge: from main
13 Days Ago
Merge: from mt_snapshot_saving - Bugfix for ExactArrayPool not being thread-safe Tests: TestMTSave
13 Days Ago
Bugfix: rewrite ExactArrayPool to be a ConcurrentDictionary Was not MT safe for Jobs 4 parallel serialization as it could lazy initialize Tests: TestMTSave
14 Days Ago
Update(tests): make SendEntityUpdates perf test spawn as many recievers as threads available Allows to fully saturate the CPU in a test, giving a bit fairer comparison between Jobs 3 and 4 Tests: ran new test
14 Days Ago
Merge: from mt_snapshot_saving - Optim: in UsePlayerUpdateJobs 4 entitiy saving for network is done in parallel. Use server.ParallelNetworkQueueBatchSize to tweak number of tasks Tests: 2k procgen, built a base and a boat, rode vehicle, heli, zipline, boat, horse, fly across the world. ran all TestMTSave unit tests
14 Days Ago
Clean: fixed whitespacing Tests: none, trivial change
14 Days Ago
Merge: from main