userDaniel Pcancel
branchrust_reboot/main/baseplayer_serverupdateparallelcancel

119 Commits over 62 Days - 0.08cph!

30 Days Ago
Update: amending a comment for SendDemoTransientEntity Finished investigating, server-demos shouldn't be a problem for multithreaded networking Tests: none, trivial change
30 Days Ago
Merge: from main
31 Days Ago
Bugfix: players go back to sleep on disconnect on a server with UsePlayerUpdateJobs 2 This looked scarrier than it ended up being. One concern left to investigate - looks like I'llbe able to merge it in tomorrow Tests: 2p session on craggy with UsePlayerUpdateJobs 2
31 Days Ago
Optim: NetworkPositionTick - skip transform access Tests: none, trivial change
31 Days Ago
Optim: inline virtual calls in SendNetworkPositions and skip transform access Tests: 2p seesion on Craggy with UsePlayerUpdateJobs 2
31 Days Ago
Update: simplify SendNetworkPositions Decided against parallelizing with tasks as it looks to be taking only ~0.3ms on a 350pop server Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
31 Days Ago
Clean: fix formatting Tests: none, trivial change
31 Days Ago
Bugfix: fix failing WaterLevel tests My ReadOnlySpan caused it, as we had hardcoded access to the global PlayerCache (which we don't use in tests). Tests: unit tests pass
31 Days Ago
Update: rename BasePlayer.playerCache member var -> BasePlayer.PlayerCache It was hiding the source of a bug, as func params have lower case name Tests: compiles in editor
31 Days Ago
Clean: prefer ReadOnlySpan<BasePlayer> instead of playerCache where possible Makes it easier to guess things at a glance. Tests: ran all relevant unit tests(discovered WaterLevelTests are failing, will investigate next) + 2p session on craggy with UsePlayerUpdateJobs 2
31 Days Ago
Update: demote PlayersToFinalize, PlayersToValidate, PlayersToRecache from being global caches Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
31 Days Ago
Update: demote PositionChanges from being a global cache Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
31 Days Ago
Merge: from occlusion_rework - Fix for occlusion queries not being commutative - Reenable occlusion frame cache and expand it's use to full frame - Server occlusion deduplicates queries - minor API restructure (might affect mods)
32 Days Ago
Update: disable bidirectional occlusion caching for now - Left a couple optim/safety todos This fixes the batch vs serial baseplayer occlusion consistency test, but one CantSee fails as expected. Going to fix it in a child branch, as that currently blocks more optims. Tests: ran relevant unit tests
33 Days Ago
Tests: TestLineOfSight - properly enforce non-job mode in relevant cases Tests: ran test sets
33 Days Ago
Tests: TestLineOfSight - validate reverse paths Looks like some occlusion checks might fail reverse paths. That's an uh-oh. Tests: ran above set, got a failure
33 Days Ago
Tests: ServerOcclusionTests - generated data set now contains similar pairs Interestingly, this trips up consistency test - will investigate Tests: ran TestOcclusionLineOfSight_Consistency
33 Days Ago
Tests: PerfOcclusionLineOfSight - reset internal recent visibility cache between runs Tests: ran the set
33 Days Ago
Tests: ServerOcclusionTests - standardize test naming Tests: ran test set
33 Days Ago
Tests: ServerOcclusionTests.GeneratePairs - generate correct number of pairs This further shrinks runtimes, as previously we generated waaaay too many Tests: ran ServerOcclusionTests set
33 Days Ago
Tests: optim TestOcclusionLineOfSight_PerfSerial/-Parallel By properly constructing and caching base players - tests now take less than a second. Tests: ran test set
33 Days Ago
Tests: add TestOcclusionLineOfSight_PerfSerial/-Parallel Both run for too long - likely due to how I create players for the tests. Will fix next Tests: ran the new set
33 Days Ago
Tests: TestOcclusionLineOfSight_Consistency - rset occlusion cache between serial and parallel runs Tests: ran the test set
33 Days Ago
Tests: add ServerOcclusionTests.TestOcclusionLineOfSight_Consistency Compares results between serial and batched versions. Tests: ran the new test set
33 Days Ago
Update: prep BasePlayer.OcclusionLineOfSight (both serial and batched) for use in tests Tests: none, trivial change
33 Days Ago
Tests: rewrite ServerOcclusionTests to make ServerOcclusion usage clear Is it ugly on some lines? Yes. But is it explicit and beautiful? Also yes. Tests: ran the unit tests
33 Days Ago
Clean: propagate network time from FinalizeTickParallel Tests: none, trivial change
33 Days Ago
Optim: NetworkPositionTick - remove extra InvalidateNetworkCache Cache has been previously invalidated in FinalizeTickParallel, so no need to discard it again Tests: none, trivial change
33 Days Ago
Optim: OcclusionSendUpdates can now reuse occlusion results - Got rid of old OcclusionLineOfSight that used to send updates internally, as there's no need for it now Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
33 Days Ago
Clean: remove couple TODOs - one was just completed - another was overzealous Tests: none, trivial changes
33 Days Ago
Optim: SendNetworkPositions - reuse occlusion query results Tests: 2p on Craggy with UsePlayerUpdateJobs 2
33 Days Ago
Update: move ServerUpdateOcclusionParallel inside FinalizeTickParallel - FinalizeTickParallel invalidates players network cache - with UsePlayerUpdateJobs 2 we can skip it later, but 1 is has double-invalidate This increases the coverage of OcclusionFrameCache, allowing to simplify a bunch of code. Tests: 2p on Craggy with UsePlayerUpdateJobs 0, 1, 2 and disconnects. 0p server with UsePlayerUpdateJobs 1, 2
33 Days Ago
Merge: from connectedplayer_rewrite Got far enough along in this direction and things seem to work
37 Days Ago
Bugfix: Parallel ServerOcclusion - get rid of extra ShouldNetworkTo checks - Added a note explaining why we're not offloading network-cached children to worker threads Tehnically previous version added an extra check due to APIs being used - this brings it back in line with serial count. Tests: 2p session on craggy with UsePlayerUpdateJobs 2
37 Days Ago
Clean: simplify SendAsSnapshotWIthChildren - remove includeChildrensChildren - it was always set to true - remove the children null check - it's always created/set Tests: compiles in editor
37 Days Ago
Bugfix: Parallel ServerOcclusion - serialization now happens only on main thread - main thread doesn't try to process lost pairs and already-serialized found pairs tasks anymore - serializing work is longest Previously serialization was offloaded to worker threads, but after investigation discovered that it would kaboom due to accessing scripting API. So instead, we offload to worker threads only players + entities that we can guarantee won't trigger serialization. Tests: 2p session on craggy with UsePlayerUpdateJobs 0, 1, 2 - ran around, switched weapons, disconnected
38 Days Ago
Bugfix: Parallel Occlusion marks entity snapshots as out of order Since we can send them from muiltiple threads, they are unordered - this would cause a client disconnect previously. Not anymore Tests: none yet, need to try validating with server demos
38 Days Ago
Update: Escape hatch for Server sending entity messages out of order - Client skips ordering validation based on message contents Needed for the parallel server occlusion, useful for other places Tests: local SERVER+CLIENT session, though no code uses this yet
38 Days Ago
Clean: removing dead param from SendAsSnapshot I need the param for different logic, and it's been lost in the sauce since 2015. Tests: editor compiles
38 Days Ago
Update: Test.ServerOcclusion - rewrite perf tests - Also added ParallelJob perf test covering recent Shows that 1k pairs case goes from 2ms to 0.2ms with ParallelJob - hoping it'll carry over to live env. Tests: ran the perf tests
38 Days Ago
Update: Test.ServerOcclusion - update stale cases with new ones This was much more painful than expected. Need to update the perf test next Tests: ran the unit tests
38 Days Ago
Bugfix: replacing old occlusion cache to unblock unit tests All expect-true tests are currently failing - need updating the query locations Tests: ran the Server Occlusion tests
38 Days Ago
Update: batched OcclusionLineOfSight now handles sending updates internally (like serial) - driven by OcclusionLineOfSightNoBroadcast - this thing we can test Don't like this encapsulation, but it should prevent issues like missing foundPairs. Tests: none, trivial change
39 Days Ago
Bugfix: player replication no longer stutters with UsePlayerUpdateJobs 2 Was iterating over wrong occlusion results - need to refactor to avoid future confusion Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
39 Days Ago
Bugfix: rewrite batched OcclusionLineOfSight to supports sleepers Tests: 2p session on Craggy with UsePlayerUpdateJobs 2, disconnected multiple times - no more out-of-bounds exceptions
39 Days Ago
Update: BasePlayer.NetworkPositionTick now uses batched server occlusion Tests: 2p session on Craggy with UsePlayerUpdateJobs 0 and 2. Saw a bug on disconnect, will fix next.
39 Days Ago
Update: moving occlusion notification logic to it's own utility func Realized I'll need it for the task-enabled SendNetworkPositions Tests: none, trivial change
39 Days Ago
Update: change OcclusionLineOfSight interface to use (int, int) instead if deconstructed pairs - Also fixed invalid allocator use for a native list - TempJob was wastefull In the middle of writing SendNetworkPositions, and realized previous interface could be error prone Tests: none, trivial change
39 Days Ago
Update: starting work on batched BasePlayer.NetworkPositionTick Doesn't do any batching/tasks yet, just preliminary clean of non-player logic. Goal is to batch underlying server occlusion Tests: 2p session on craggy with UsePlayerUpdateJobs 2
39 Days Ago
Update: Refactor FinalizeTickParallel to isolate ApplyChanges logic Should help with profiling, and sets up for batched BasePlayer.NetworkPositionTick Tests: local 2 palyer session on craggy with UsePlayerUpdateJobs 1 and 2