userDaniel Pcancel

1,919 Commits over 457 Days - 0.17cph!

Today
Merge: from main
Today
Merge: from spectate_dontfloodsnapshots - reduce potential delay when starting to spectate a far-away player Tests: flew around 2k procgen map, got to the other side of it then spectated player on the opposite end.
Today
Merge: from main
Today
Update: spectator's snapshot queue is cleared when switching between far-away targets This should speed up switching around on a server. Doesn't help if the network write queue is backed up Tests: on a 2k procgen map and fast noclip, flew around the island to load up the snapshot queue, then spectated on a player that's on the other side of the island. Observed player moving.
Today
Undo: 135590 - ISubscriberStrategy.GatherSubscriptions outputs whether it has fully or partially gathered subscriptions After implementing throttling realized there's a better way(invalidate grid sbuscriptions for spectator) - thottling solves only half of problem Tests: editor compiles
Yesterday
Update: ISubscriberStrategy.GatherSubscriptions outputs whether it has fully or partially gathered subscriptions - all existing implementations report "full" gathers This feeds into whether we'll stop running UpdateSubscriptions or not. Will use this to throttle-and-prioritize cell streaming to spectators Tests: editor compiles
Yesterday
Merge: from networkpositiontick_reduce - Optim: buoys, containers, water-junkpiles and vines no longer always replicate their position. Reduces number of NetworkPositionTick invokes from 2309 down to 522 on 4.5k map Tests: interacted with each prefab type, observed up close and from afar
Yesterday
Update: codegen Tests: editor compiles
Yesterday
Merge: from main
Yesterday
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated - Also add a total count Tests: used it while swinging from vines
Yesterday
Optim: VineSwingMountable no longer syncs positions by default Should save another 0.7ms Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
2 Days Ago
Optim: crate_underwater_* - only sync positions once freed Should save us 0.7ms on 4.5k server Tests: untied basic and advanced crates on Craggy and observed them raise up
2 Days Ago
Bugfix: disable Drop To Ground on spawnpoints for junkpile_water_* barrel spawns Some were incorrectly placed leading to barrel spawning on the ocean floor. Tests: spawned on craggy, inspected a bunch of junkpile_water_*, none had underwater barrels
2 Days Ago
Optim: junkpile_water_* - enable client interpolation and use InvokeHandler instead of InvokeHandlerFixedTime Fixed time handler fires off 10x more by default, and it would generate 3x more position tick messages than InvokeHandler. Will need validating on naval_update Tests: observed transofrm values of a junkpile in editor while close and at a distance - interpolation didn't throw it anywhere
2 Days Ago
Buildfix: remove stale debug code Tests: editor compiles
3 Days Ago
Optim: OceanWreckBuoy/-Small skips syncing position if there are no nearby players - set Sync Position to false by default - marking buoys to always interpolate (need to do the same to junkpiles_water) Tests: observed transform in editor from craggy and from nearby. Buoys didn't sink/fly off due to continual interpolation (need to double check what's stopping it)
3 Days Ago
Optim: set junkpile_water_a/b/c Sync Position to false It is now script controlled, and having it off by default saves allocating an action per entity Tests: observed transform in editor on craggy at spawn then when close
3 Days Ago
Optim: junkpile_water_a/b/c replicate positions only if player is in sight - also switched them to the fixed time invoke handler, since their positionsare ran per fixed update Tests: booted craggy, validated they weren't moving while I was on island. Flew close, observed them moving and checked in inspector that values change
3 Days Ago
Update: bring over jarryd's 124139 - BasePlayer.ToggleNetworkPositionTick Slightly different form - lets us save on the IsInvoking lookups, fixed a bug with fixed time callbacks Tests: booted on craggy, pushed a car, observed buoys and junkpile_water movement
3 Days Ago
Add: profile.CountSyncMoveEntities server var Reports number of "Sync Positions" on the server. Some entities don't get into saves, so this is the only way to see what's putting pressure on InvokeHandler Tests: ran it in editor on craggy
3 Days Ago
Bugfix(editor): if invoke throws, don't lose Profiler.EndSample There's bigger problems out there, but this was making profiling a bit annoying Tests: loaded playtest save and profiled it in editor
3 Days Ago
Update: Enable AnalyticsV2 by default Staging servers ran this for a couple days now and this'll switch over clients as well. Tests: none, trivial change
6 Days Ago
Merge: from save_viewer_extras - Save viewer can now filter for mobile(Sync Position) prefabs - It can also aggregate by prefab Tests: opened a save from the playtest
6 Days Ago
Update(editor): SaveViewer - adjust what we display if we're in aggregate mode or not Shows count in aggregate mode, otherwise shows ID and Parent ID Tests: opened a save from playtest
6 Days Ago
Update(editor): SaveViewer - sort aggregates in descending order by default Tests: viewed a save in aggregate mode
6 Days Ago
Update(editor): SaveViewer - add toggle to aggregate by prefab Tests: inspected aggregated entities from playtest save
6 Days Ago
Update(editor): SaveViewer - add a "SyncPos Only" toggle Need it to figure out what caused high counts of syncpos networkables on the server Tests: viewed a save from the playtest
7 Days Ago
Merge: from analytics_v2_expose_telem - Can view AnalyticsV2 stats via analytics.stats, analytics.tablestats and analytics.uploaderstats Tests: used above to check stats in editor
7 Days Ago
Buildfix: missing return path in NetworkReadEx Tests: ran "Test Compile Errors"
7 Days Ago
Merge: from main Needs codegen
7 Days Ago
Update: AnalyticsV2 - Azure uploader will update uploading client if endpoint settings change Tests: changed settings and checked with debugger
7 Days Ago
Clean: replace ClientVar + ServerVar with ConsoleVar Generates less commands, avoids duplication in console autocomplete Tests: ran stats command - it worked
7 Days Ago
Update: AnalyticsV2 - allow resetting stat tracking Tests: logged stats before and after reset
7 Days Ago
Update: AnalyticsV2 - expose stats via convars Available via analytics.stats, analytics.tablestats and analytics.uploaderstats Tests: enabled v2 analytics and ran above commands
7 Days Ago
Merge: from voice_when_invis_fixes - Voice chat is now heard by nearby invisible players and spectators Tests: tested voice replication between 2 players, when invis and when spectating. invis case also tested disconnect-reconnect while invis.
7 Days Ago
Update: allow invis players to listen to nearby voice - invis players are now tracked in BasePlayer.invisPlayers Tests: 2p on Craggy, 2nd player went invis, host tapped mic - replicated. 2nd player disconencted and reconnected, host tapped mic - replicated
7 Days Ago
Update: Spectators can listen to voice of spectated and nearby players - Spectators now exclude themselves from EntityGrid Tests: 2p on Craggy, flew away from the island, started spectating player on island and tapped the mic - it came through
8 Days Ago
Update: minor ServerProfiler function filtering adjustment - built from b90a83e5 Was annotating everything from SubGrid, instead of ignoring everything Tests: unit tests
9 Days Ago
Merge: from baseplayer_serverupdateparallel - Optimizes ServerOcclusion by reordering work and reducing number of pairs considered - Optimizes parallel snapshot send out by reducing Pool contention - General optims via reduced profiler instrumentation (new ServerProfiler.Core binaries) Tests: 2p session on craggy with teleporting around and various occlusion scenarios (invis, dead, normal occluded, in view)
9 Days Ago
Merge: from main
9 Days Ago
Update: new ServerProfiler with more filters - Built on 276b03cf Excludes a bunch of BasePlayer, BaseEntity, BaseNetworkable light functions, Native calls to RakNet and EAC, StableCache iterators. Tests: booted in editor, took a snapshot of 10 frames
9 Days Ago
Optim: Set Pool<BufferStream> capacity to 32k (sum of NetRead and NetWrite caps) We end up eating up default capacity on busy servers(1.1k BufferStreams on 330p server), causing allocs. This should help avoid that. Tests: none, trivial change
9 Days Ago
Optim: UsePlayerTasks - pre-allocate NetWrites when sending snapshot queues This should reduce contention on the Pool<NetWrite>'s lock and let worker threads blast as fast as possible. Will need to revisit after measuring the pre-alloc overhead for main thread. Tests: On Craggy with UsePlayerUpdateJobs 2 flew away from island's network range then back - entities were where there have been before flying away.
9 Days Ago
Merge: from main
9 Days Ago
Merge: from spectating_disconnect_nre_fix - Bugfix for server NRE when spectating player disconnects Tests: 2p on Craggy, disconnected while spectating - no more NRE
9 Days Ago
Bugfix: stop spectating when disconnecting This cleans up cached spectators on spectated player's end, which avoids server NREs and leaks Tests: 2p on craggy, started spectating then disconnected - no NRE
9 Days Ago
Merge: from main - brings bugfix for player not seeing items on cargo ship(and other global networked entities) - new analytics mode (switched off) Tests: editor compiles, spawned cargoship on craggy and threw a rock on it - it replicated
9 Days Ago
Merge: from basepalyer_netgroup_interit_fix - Fixes cargoships(and other global entities) putting players into global network group which stops replication with "outside" world Tests: 2p session on Craggy, spawned a cargo ship and threw items, killed other player, tried spectating
9 Days Ago
Bugfix: stop player from inheriting parent's network group Unintentional change as part of baseplayer_vis_nre merge. This caused player to inherit global network group on cargoship, which stops replicating anything outside of it. Tests: 2p session on Craggy, spawned a cargo ship and threw items, killed other player, tried spectating
10 Days Ago
Merge: from analytics_queue_rewrite - Bugfix for missing session-start event from Client, invalid session-end event from Client, malformed json aggregation - Added support to edit upload intervals (tied to existing same server vars) - Adjusted uploaders for some tables to avoid trying to send to our backend Tests: unit tests + manual testing on Craggy (S+C mode) and Bootstrap (C only)