userDaniel Pcancel
branchrust_reboot/main/parellel_validatemovecancel

197 Commits over 59 Days - 0.14cph!

39 Days Ago
Update: Use GetIgnoreIndirect(vec3, vec3, ...) to further simplify code As a bonus this avoids a bit of data repacking and NativeArray creation - there's more to come Tests: ran unit tests
39 Days Ago
Update: use WaterTestFromVolumesIndirect to simplify code This could be a small optimization, since we have to move less data around, but not focusing on that - just trying to reduce complexity. Tests: ran unit tests
39 Days Ago
Tests: TestWaterInfosConsistency now generates fake WaterVolumes Need this since I'm starting to modify the "volumes" path as well. Tests: ran the unit tests
39 Days Ago
Update: replacing a bunch of GetWaterInfos internal BufferLists with NativeArrays Preparing to replace more of managed logic with burst jobs Tests: Ran unit tests
39 Days Ago
Optim: replace height fetching with a burst job Tests: unit tests
39 Days Ago
Optim: replace initialization with with a burst job Tests: ran unit tests
39 Days Ago
Update: replace Spans with NativeArray in WaterLevel.GetWaterInfos Will allow to pursue using burst jobs internally. Tests: tests passed
42 Days Ago
Update: leaving an optim todo idea comment Tests: not applicable
42 Days Ago
Update: sprinkle some profiling scopes Tests: ran unit tests
42 Days Ago
Optim: use persistent allocs in GetWaterLevels - I need to properly clean those up at server shutdown, but I'll solve that later 1k waves perf test shows ~100micros savings and no allocs - 1.45ms vs old 1.55ms. This is final optim in the area for now, making us ~80% faster than vanilla managed code(8.6ms). Tests: ran unit tests
42 Days Ago
Optim: remove last managed loop that picks between dynamic waves and static water 1k test with waves shaves off ~0.25ms - 1.55ms vs previous 1.8ms Tests: ran unit tests
42 Days Ago
Optim: gather coarse distances to shore via indirect batch 1k waves perf test shows another ~0.5ms shaved - from 2.3ms to 1.8ms Tests: ran unit tests
42 Days Ago
Optim: grab TerrainHeights via indirect batch 1k waves perf test used to take 3ms, now 2.3ms Tests: ran unit tests
42 Days Ago
Update: gathering OceanSim's water heights in indirect way - Also fixed the OceanSim's GetHeightsJobIndirect job as it works on world positions, not uvs This allows me to convert the rest of the logic to Burst jobs. Tests: ran unit tests
42 Days Ago
Update: Bunch of utility Burst jobs for WaterLevel.GetWaterLevels outstanding jobification Tests: none, they are not plugged in
43 Days Ago
Update: Use NativeArray for TerrainTexturing.ShoreVector storage of distances and vectors - Had to add an editor-only safety check for WaterCamera for a super rare exception Tests: Played procgen and Craggy in editor. Forced a bunch of domain reloads to validate WaterCamera doesn't break anymore
43 Days Ago
Update: perf tests for WaterInfo/-s For 1k sample points - batch version is 4(no waves)/3(with waves) times faster than serial Tests: not applicable
43 Days Ago
Update: addding perf tests to GetWaterLevel/-s - Doesn't have cases that have water volumes, so slowest path not stressed in both cases On 1k locations batch version is 10x faster than serial(130micros vs 1.18ms) with no waves, with waves - 3x faster(3ms vs 9ms) Tests: not applicable
43 Days Ago
Optim: replacing GetWaterLevels hot path with burst jobs - Converted some internal NativeArrays to persistent, lazy growing ones to reduce allocation overhead On a 25 player case shows a 25% improvement/5micros, though the sample size is too small(not enough players to check). I need a good way to test this at larger scales, or these 5min waiting times will murder me. Tests: ran unit tests, ran staging demo multiple times, water checks counters in the expected range.
43 Days Ago
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect Tests: ran unit tests
43 Days Ago
Merge: from erosion Bringing across TerrainMap NativeArray conversion that I need for my batch checks Tests: reran TerrainMap tests
43 Days Ago
Merge: from main Aligning with erosion branch parent CL Tests: none, no conflicts
44 Days Ago
Optim: skip issuing 0-length WaterCollision.GetIgnore jobs Tests: ran unit tests
44 Days Ago
Optim: make TerrainCollision.GetIgnore and WaterCollision.GetIgnore use indirect Burst jobs - Also added a bunch of optim TODOs Starting to build up an indirect collection of methods. Next up will convert related GamePhysics calls Tests: ran unit tests - they passed. Played back staging demo multiple times with analyzedemo - got comparable in-water counts
45 Days Ago
New: add WaterStateProcessor for full server demo analysis - Also redid ViolationProcessor to avoid leaking internal implementation to other files Tracks how many players across all server frames were in water - using it to track consistency of water checks while modifying internals Tests: played back staging demo - got consistent-enough results
45 Days Ago
Merge: from main Tests: none, no conflicts
52 Days Ago
Bugfix: Use valid index in WaterTestFromVolumes Tests: detected during staging demo playback with useparallelupdatejobs - reran the demo, no more NREs
52 Days Ago
Merge: from main Tests: none, no conflicts
52 Days Ago
Bugfix: Initialize WaterSystem coarse grid on clients - Also make it safe for scenes that don't have a water setup (like playground) Tests: tested with a separate client connecting to server - saw that Client was initializing everything correctly in the right order
52 Days Ago
Bugfix: ensure WaterCollision grid is setup with right terrain dimensions Tests: In editor, started on craggy - size matched. Started on procgen - matched. Played demo - matched. In all cases validated initialization order to confirm no colliders/volumes were added too early. Exported PNG of the grid.
52 Days Ago
Bugfix: FullServerDemos - transient entity recording fixes - Use DemoCount instead of ChunkIndex when determing to send snapshots - ChunkIndices reset, so they can rarely overlap for an entity and cause it to not send a snapshot - Reset counter on prefab pooling - previously it could cause skipping of transient entity snapshotting Tests: recorded a bunch of demos in editor
53 Days Ago
Bugfix: ServerDemoPlayer - skip the auth flow when playing the demo - also index packet logging messages - makes it easier to sort out order of things in editor logs Seems the simpler thing to do for now. Tests: played back staging demo - much less error spam
53 Days Ago
Update: ServerDemoPlayer - add Ready message logging Tests: none, trivial change
53 Days Ago
Update: ServerDemoPlayer - log more message types Tests: ran demo from staging server
53 Days Ago
Update: ServerDemoPlayer - switch to control error reporting Tried the demo from staging, the error spam is too much and not super helpful, so adding a toggle to disable it. Tests: Played back the staging demo
53 Days Ago
Optim: Avoid handling null cases in a batch with only non-null values - Also updated the test to spawn entities, since now it's a requirement for the func. This removes the need to juggle data to setup batch operations. Should save a bit of time. Tests: Ran the updated unit tests
53 Days Ago
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54 Days Ago
Merge: from main Tests: none, no conflicts
56 Days Ago
Bugfix: CollectionUtil.SortInplace now correctly sorts - Also renamed these utils as previous names were confusing Tests: ran the old + new unit tests - all pass
56 Days Ago
Update: Adding unit tests for CollectionUtil Discovered that my SortInplace is borked, so I'll fix it in the next update. Tests: ran the new unit tests
57 Days Ago
Update: consolidate various scatter code used in batched WaterLevel and GamePhysics checks Will cover them with tests just to be extra safe. Tests: ran WaterLevel and GamePhysics unit tests
57 Days Ago
Update: Name a couple magic constants Tests: none, trivial change
57 Days Ago
Clean: rogue newline Tests: trivial change
57 Days Ago
Update: TerrainCollision.GetIgnore(Span...) now uses the ignore grid broadphase Tests: ran new unit tests that go through this path
57 Days Ago
Update: new unit tests for GamePhysics.HandleIgnoreCollisions - Also removed an unnecessary branch Tests: ran the new unit tests
57 Days Ago
Merge: from main Tests: none, no conflicts
57 Days Ago
Merge: from main Tests: none, no conflicts
58 Days Ago
Merge: from main Tests: none
58 Days Ago
Clean: ServerDemo - fix up names of entities that get reported via errors Tests: played back procgen demo
58 Days Ago
Bugfix: ServerDemoPlayer - invert the error reporting logic for DestroyEntity Previously, we considered it an error if we couldn't find an entity that demo stream tried to destroy. But, if the server behaves correctly, then it should be already destroyed - so now we report an error when we do find an entity. Tests: played back the complex demo from procgen - errors still present, but harmless