userDaniel Pcancel
branchrust_reboot/main/parellel_validatemovecancel

74 Commits over 31 Days - 0.10cph!

Today
Bugfix: read back from the right array of heights after sampling ocean - Reported by new unit tests Tests: ran water-related unit tests - now they pass
Today
Bugfix: Make sure WaterLevel tests run full simulation path during unit testing Previously it was earlying out during GetWaterLevel Tests: ran the new tests, they report an issue that I need to fix
Today
Update: missing meta files from merge Submitting for now, but should nuke once back on main Tests: none, trivial change
Today
Merge: from main - Skipping a couple meta files for empty folders, will submit them separately Tests: booted editor for import
Yesterday
Clean: removing unused WaterFactorForPlayer that didn't return WaterInfo Tests: compiles in editor in SERVER+CLIENT mode
Yesterday
Bugfix: ensure we cache WaterInfo for players that use various vehicles Some vehicles have custom logic to check how submerged the player is, and we would miss the water info taht was used to calculate it. Tests: tested via DPV - submerged factor was 1 and waterinfo was valid (before it would report factor of 1, but invalid waterinfo).
Yesterday
Update: BaseMountable.WaterfactorForPlayer can now return WaterInfo - allows further reusing of the same water info down the line I actually need it to make sure all our player's cached values are correct - will fix in next submit. Tests: none (as it's not in use in this CL)
Yesterday
Clean: fixing profiling scope name Tests: none, trivial change
Yesterday
Update: FinalzieTickParallel now uses batched WaterFactors query - had to add more fork-join-style code to deal with batching This allows us to sample water information for all relevant players as a burst job (and there's further untapped potential). Next up is trying to batch and jobify physics checks. Tests: played in a solo session with parallel processing enabled - running, driving, swimming worked normal. Played back all of my server demos with analysis enabled - no new violations detected.
Yesterday
Bugfix: use the right allocator for a waterlevels batch - This revealed that we have an Application.isPlaying check that prevented this from being detected via unit tests Tests: ran unit tests (but they're useless in this case), ran all demos that use the new code(yet to submit) - no more exceptions
Yesterday
Update: able to get WaterFactors for players as a batch operation - internally splits players into sequential queries(vehicles, parenting) and a batch query Another building block covered, I should be able to rewrite caching of water factors step of FinalizeMove(next submit). Tests: just editor compilation, I need to adapt rest of code to work with it.
Yesterday
Update: BufferList - new utility methods - Resize - to explicitly control internal capacity - ContentSpan, ContentReadOnlySpan - shortcuts to create a ro-/span over the active part of the buffer Need both as I'm using it further in batched player processing operations Tests: none, trivial changes.
2 Days Ago
Bugfix: setup water query params fully 0s are valid, but it caused the sampling positions to lean towards origin Tests: rerun the WaterLevel tests
2 Days Ago
Clean: removing unnecessary logging Tests: none, trivial change
2 Days Ago
Update: Able to grab WaterInfos as a batch - Added a test to validate it returns same results as non-batched - Made sure WaterLevel tests work in an initialized scene It's not fully converted to a batch - there are a couple calls internally that are yet to be converted (game physics and the like). Tests: ran the WaterLevel tests
2 Days Ago
Update: WaterLevel supports getting water heights for a batch of positions - added a test to make sure batched produces same results as the singular version Tests: ran the new unit tests
3 Days Ago
Update: Putting in a skeleton of logic for Parallel update - Duplicated BasePlayer.ServerUpdate and FinalizeMove - rewrote to work on a list of players - Added `server.useplayerupdatejobs` to control whether to use parallel or serial processing of players, default to off New code doesn't really do much, just organized in a way to start working on parallel bits. I feel like I'm about to depart on a year-long journey into the jungle. Tests: compiled in editor in SERVER-CLIENT mode
3 Days Ago
Update: ServerDemoPlayer - use time as progress indicator, instead of bytes of stream consumed - Also removed a couple TODOs that are either done or decided to drop In the previous version there would be no progress report until the next timestamped messages was reached - this is confusing UX. Tests: played back the demo where I connect 15 seconds in, causing a jump from 0% to 18% progress. Now it's gradual.
4 Days Ago
Update: DemoServer - don't try to launch it in SERVER+CLIENT mode That's a can of worms I don't want to deal with right now Tests: none, trivial change
4 Days Ago
Clean: DemoServer - allow configuring the server for demo playback Tests: none, trivial change
4 Days Ago
Update: ServerDemoPlayer - added error logging on hierarchy desync Since some messages are handled by hand, it's possible things can go wrong in the future - this should catch it. Tests: played all demos I have, no errors reported
4 Days Ago
Clean: removing no longer needed method - Was previously part of ClientDemoPlayer Tests: builds in editor in SERVER mode
4 Days Ago
Bugfix: ServerDemoPlayer - handle player rotation properly Tests: played back a new vehicle demo, and an old demo 2p where the player was shot in the head - no violations, no entity stutters
14 Days Ago
Bugfix: ServerDemoPlayer - replicated polayer now follows demo's trajectory - Also added more detialed logging of position messages Decided to stop avoiding syncing player's position to outgoing messages, as there's weird teleport in the recorded demo. But at least now it works as expected. Tests: Played back the longer 2 player demo - all good. Playerd back the known short demo with violations - still present, so also good.
14 Days Ago
Bugfix: ServerDemoPlayer - don't duplicate connected players - Also added expanded tick logging Connected player doesn't move due to tick divergence - investigating. Tests: played back a 2 player demo with 2nd player connecting half-way-through. Only one player gets created in expected position
14 Days Ago
▅▇█▋▉█: ▌▋▉▇▌▋█▋▍▋▅▆▌▇▌▇ - ▋█▋'▍ ▇▇▋▉▍▆▊ ▆▇█ ▆▉▋▉▉▉▌ - ▇▍▅▆▉ ▇▍▌▊▌ ▄▇▌▉▄▍ ▊▄█▍▍█▊▅▅▇ ▉█▊ ▉▇▋ ▇█ █▉▊▋▌▄▌▊ ▆█▊▍█▍▆ ▉▅▉▅▉ ▍▌▆ ▄▄ ▆▌█ ▆▄▉▆▍█▄ █▇▌▅▇▄▆▅▆ █▆▌▉▅: ▄█▌▊▋█ ▉▆▊▊ ▊ ▆▇█▆ ▌█▍▄▌ ▋ ▆▆▇▋█▋ ▋▄▉▌▇▆ ▆▆▉▋▊▆▄█. ▆▊▆▉▄▋ ▋▌▇▄'▆ ▌▋█▌▆ █▌ ▆▊▌ ▅▄▌▇▄ ▄▆▊, ▅▌▋ ▍▇ ▉▉▍▋ ▋▋▍▌▊▉▉██▌
14 Days Ago
Update: ServerDemoPlayer - automatically validate the demo offsets if debug.json is available Tests: Recorded a single player session on craggy - no reported errors.
14 Days Ago
Update: FullServerDemos - add basic debug json packet logging I confirmed that my packet reconstruction goes wrong at some point, so now need this to help track down what logic is borked. Tests: recorded a short demo on craggy - got a valid debug json
15 Days Ago
Bugfix: ServerDemoPlayer - quetly skip unrecognized entity kill messages - Moved message logging to be before message handling, to be able to get more info before executing logic Not clear why it's happening, but will leave that for later. Also investigating why getting malformed OnEntities messages once 2nd player connects. Tests: tried to play back a 2 player demo on Craggy. No more NREs related to entity killing
15 Days Ago
Bugfix: DemoServer - properly cleanup outgoing NetWrites Tests: played back a short server demo - no issues.
15 Days Ago
▅▆▋▆▊▆: █▍▄█▆▆█▄▄▊▅▍▉▉▄▋ - ▆▊▇▍█▅█▅ ▍▌ ▉▆▉▊▆▉ ▌▇▄▍▄▉ ▅ ▌▌▅▍▅▊ ▌▋▄▌▇ ▄▅▌▋▋▇ ▉▍ █▇▊▅/▉██▊▅▆ ▉▅ ▋▊█▉▅▆▅. - ▆█▄▅ ▉█ ▅▊▅▊ ▅▉▊▇ ▅▄▌▅▊ ▊▉▋▄▋▉ ▉▋▊▇ ▊▇ ▉▉▆▇ ██ ▅▅▋ ▇▋▇▍ ▄▊▌▋ ▉▊ ▊ ▇▉▊/▉▉█▇▊ ▍▊█ ▇█▇▉ ▄█▄▊▊▊ ▄▌▆▋▇▄▋. ▌▊▄▄▊: ▄▍▄▌▊▌ ▍▄▉▅ ▄ ▌ █▌▉█▉▇ ▊▍▍▍ ▆▊█▋▅ ▇ ▊▋▆▊█▊█▇▉ ▆▌▆▋▉▄▌▋▇▇ █▉ ▆▇▇ ▇▅▊▄▋ █ ▇▌▊▊█▌▌. ██▋█▆▍▆▉█ ▆▇▍█ ▌▄█ ▊ ▌▇▇▍ ▆▆▍█▊ ▄▍ ▍▉▄▅▆▍ ▇▍▉ ▄▆▇▄▋▍▍▆▄ ▆▊▇█▄▋▅.
15 Days Ago
Update: ServerDemoPlayer - Only maintain entities from demo stream - Destroys any entities that server decides to create, if they were not part of demo stream - Reserve a 100k network IDs when playing a demo to avoid ID clashes - Refactored message logging when playing back demos Although not robust, this allows us to simulate a core set of functionality. Will need massaging to expand further. Tests: played back 4 separate Craggy demos - all played back properly.
16 Days Ago
Update: ServerDemoPlayer - add debug option to log packets Trying to figure out why some construction events are not being palyed back properly Tests: played back a demo where I'm building multiple chained staircases
16 Days Ago
Bugfix: ServerDemoPlayer - synthesize initial tick after loadign a player Avoids server's perception of teleport, as ticks are delta serialized and after load of save have default values. Tests: played back a demo on craggy where I stayed stationary the first 10 seconds. No longer generating errors.
16 Days Ago
Bugfix: FullServerDemos - ensure initial save always happens if demo thread was toggled Tests: recorded 2 demos in 2 recording sessions on one server session - both had saves created
16 Days Ago
Bugfix: ServerDemoPlayer - wake up all recognized players Players that are loaded from a save arrive sleeping, which prevents tick processing. Tests: Played back a couple short demos where I didn't jump at the start - saw player move.
16 Days Ago
Update: DemoServer - properly dispose resources on playback end Tests: played back a server demo - no new errors
17 Days Ago
Merge: from main Tests: none
17 Days Ago
Update: new ProtobufCodegen bins + ran generation Moved my utility funcs for reading u64 from buffers from Rust project to the library itself Tests: played back craggy demo
17 Days Ago
Buildfix: remove no longer existing method Tests: editor compiles in Client+Server
17 Days Ago
Clean: DemoServer - removing custom tick vizualization logic It should be via IDemoAnalyzers, rather than some randomly sprinkled seasoning Tests: editor compiled in Server mode
17 Days Ago
Update: ServerDemoPlayer - players now move based on tick history - Added recording of userIds to full server demos (need to match against players in saves) - Added a callback for when world loading is done to do any additional logic (in demo case, matching players) Tests: played back a 30s demo from Craggy
17 Days Ago
Update: ServerDemoPlayer - now loads a save associated with the chunk Doesn't actually move the player entity, but it's there. Will investigate what I'm missing next. Tests: played back demo, saw logs confirming spawning of 330 entities from save, and saw player entity in the world.
17 Days Ago
Bugfix: FullDemoServer - properly drop packets that were recorded before initial world save Still not sure if it's the best option, as I worry we might miss a couple packets. Alternatively could just clamp timestamp to 0. Tests: Played back the server demo - managed a full playback(previously it was stuck at start)
17 Days Ago
Update: SaveRestore - separate save-to-stream processing from main loop - Done every end of frame This made it problematic in editor, as our regular saving loop is disabled by default in editor. Tests: recorded full server demo with 1 min chunks - saw the saves being generated for each chunk
17 Days Ago
Clean: FullServerDemo - separate benchmarking code to a partial class Tests: editor compile in Client, Client+Server and Server modes
17 Days Ago
Buildfix: don't leak server-only callbacks for IDemoProcessor Tests: compiled in editor in Client mode
17 Days Ago
Bugfix: FullServerDemo - record server info in editor - Removed previous static globals Reimpelemented via IServerCallbacks so that we have 1 point of modification instead of multiple Tests: Recorded a session on Craggy in editor - generated json had the data
18 Days Ago
Update: FullServerDemo - create a save when starting a new chunk - Moved chunk logic outside of packet serialization - Using double buffering of packets when performing a save, to sort which packets go along which save/chunk - Packet timestamps are now resolved during recoridng time, not during demo thread's serialization stage(as that can be deferred and out of sync) - Moved all demo-related logic from BaseNetwork to BaseNetwork.Demos Mostly done with the recorder side. Tests: Ran around on craggy with editor's autosave enabled and at max frequency (1 second), and demo recording at min chunk length(1 min).
18 Days Ago
Update: Expand IServerCallback to include on-demand-save functionality - Changed relevant calls to propagate the implementation FullServerDemos will need to invoke these for relevant chunks Tests: compile only (though this is a torn submit - FullServerDemos will come in next cl)