userDaniel Pcancel
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1,924 Commits over 457 Days - 0.18cph!

3 Months Ago
Update: review fixes #1 - fix formatting in BasePlayer-Mission - Apply same mission fix from vanilla server flow - Comments around EventRecord.New and AzureAnalytics.OnPlayerTick warning to avoid scripting API to keep it thread save Got 2 more changes to make, then think it's ready Tests: compiles in editor
3 Months Ago
Update: make batching constants servervars - New vars are Server.SnapshotTaskBatchCount and Server.DestroyTaskBatchCount - factored out SendEntityDestroyMessages Tests: none, trivial changes
3 Months Ago
Bugfix: recycle filter buffers when there's no results UsePlayerUpdateJobs 2 only issue Tests: none, trivial change
3 Months Ago
Update: ran Generate Code Tests: none, trivial change
3 Months Ago
Update: Network++ UsePlayerUpdateJobs 2 can send packets out of order, which needs client-side change (see CL 128169) Tests: none, trivial change
3 Months Ago
Update: amending a comment for SendDemoTransientEntity Finished investigating, server-demos shouldn't be a problem for multithreaded networking Tests: none, trivial change
3 Months Ago
Merge: from main
3 Months 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
3 Months Ago
Optim: NetworkPositionTick - skip transform access Tests: none, trivial change
3 Months Ago
Optim: inline virtual calls in SendNetworkPositions and skip transform access Tests: 2p seesion on Craggy with UsePlayerUpdateJobs 2
3 Months 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
3 Months Ago
Clean: fix formatting Tests: none, trivial change
3 Months 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
3 Months 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
3 Months 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
3 Months Ago
Update: demote PlayersToFinalize, PlayersToValidate, PlayersToRecache from being global caches Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
3 Months Ago
Update: demote PositionChanges from being a global cache Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
3 Months 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)
3 Months Ago
Optim: ServerUpdateParallel - update player subscription groups just before we run sever occlusion update This ensures that server occlusion frame cache is built from up-to-date occluders, and allows to save on more occlusion checks downstream in ConnectedPlayersUpdate Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
3 Months Ago
Clean: split up FinalizeTickParallel monstrosity This is end of prep to rearrange systems for better occlusion cache reuse Tests: 2p session on craggy with UsePlayerUpdateJobs 1 and 2
3 Months Ago
Update: add native list expand to GatherPlayersToUpdate No effect in current case, but can prevent surprise exceptions in the future if reused Tests: none, trivial change
3 Months Ago
Clean: minor refactor of ServerUpdatePlayerTick Getting ready to shuffle system steps around, to re-expand occlusion cache and potentially reduce network traffic Tests: none, trivial changes
3 Months Ago
Bugfix: avoid stale occlusion results for new occludeeds Didn't realize UpdateSubscriptions modifies occludees - this returns a bunch of overhead. Will try to fix next. Tests: none, trivial change
3 Months Ago
Optim: deduplicate occlusion queries Saves 15-50% in 1k baseplayer pairs parallel occlusion perf tests. Tests: occlusion unit tests
3 Months Ago
Clean: ServerOcclusionJobs.Algorithm uses int3 instead of SubGrid Simplifies the code a bit Tests: ran unit tests
3 Months Ago
Clean: get rid of non-burst CalculatePathBetweenGrids - Also removed obsolete tests We've been using burst version for a bit, and with current fixes it balooned to too many lines of code Tests: ran unit tests
3 Months Ago
Bugfix: apply same neighbour occlusion fix to jobs Perf tests of 100k paths show degradation (serial +25%, parallel +52%), but perf tests for 10k baseplayer occlusion show negligeble impact (serial -9%, parallel +1%). Tests: occlusion unit tests pass
3 Months Ago
Bugfix: reimplement occlusion neighbour logic in non-burst flow - Added anothed optim todo now that we have axis-count-specific neighbour checks This partially fixes the failing test (it still fails since now it trips up in burst version) Tests: ran unit tests
3 Months Ago
Update: Re-enable sorted pair occlusiuon visibility caching Tests: none, I know it's borked
3 Months Ago
Merge: from baseplayer_serverupdateparallel
3 Months 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
3 Months Ago
Tests: TestLineOfSight - properly enforce non-job mode in relevant cases Tests: ran test sets
3 Months 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
3 Months Ago
Tests: ServerOcclusionTests - generated data set now contains similar pairs Interestingly, this trips up consistency test - will investigate Tests: ran TestOcclusionLineOfSight_Consistency
3 Months Ago
Tests: PerfOcclusionLineOfSight - reset internal recent visibility cache between runs Tests: ran the set
3 Months Ago
Tests: ServerOcclusionTests - standardize test naming Tests: ran test set
3 Months Ago
Tests: ServerOcclusionTests.GeneratePairs - generate correct number of pairs This further shrinks runtimes, as previously we generated waaaay too many Tests: ran ServerOcclusionTests set
3 Months Ago
Tests: optim TestOcclusionLineOfSight_PerfSerial/-Parallel By properly constructing and caching base players - tests now take less than a second. Tests: ran test set
3 Months 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
3 Months Ago
Tests: TestOcclusionLineOfSight_Consistency - rset occlusion cache between serial and parallel runs Tests: ran the test set
3 Months Ago
Tests: add ServerOcclusionTests.TestOcclusionLineOfSight_Consistency Compares results between serial and batched versions. Tests: ran the new test set
3 Months Ago
Update: prep BasePlayer.OcclusionLineOfSight (both serial and batched) for use in tests Tests: none, trivial change
3 Months 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
3 Months Ago
Clean: propagate network time from FinalizeTickParallel Tests: none, trivial change
3 Months Ago
Optim: NetworkPositionTick - remove extra InvalidateNetworkCache Cache has been previously invalidated in FinalizeTickParallel, so no need to discard it again Tests: none, trivial change
3 Months 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
3 Months Ago
Clean: remove couple TODOs - one was just completed - another was overzealous Tests: none, trivial changes
3 Months Ago
Optim: SendNetworkPositions - reuse occlusion query results Tests: 2p on Craggy with UsePlayerUpdateJobs 2
3 Months 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
3 Months Ago
Merge: from connectedplayer_rewrite Got far enough along in this direction and things seem to work