userDaniel Pcancel

1,285 Commits over 335 Days - 0.16cph!

3 Months Ago
Tests: new PerfSerialWaterFactor and PerfBatchWaterFactors perf tests Also just realised that all my perf tests are not doing 1k point tests, but 10k. Whoops. I'll keep it. Tests: ran new perf tests
3 Months Ago
Tests: add TestWaterFactorsConsistency test - Converted other tests to use BasePlayer instead of BaseEntities - Also exposed WaterFactor methods from BasePlayer (other overloads were already public) Doesn't stress all paths, only the main path that has updated logic Tests: ran all unit tests
3 Months Ago
Clean: adding ext to safely clean-up NativeReference Tests: ran unit tests
3 Months Ago
Bugfix: don't leak WaterLevel's persistent allocations Currently only allocating on Server, since no other code actively relies on this. Tests: ran unit tests. Started Craggy in editor with leak detection - no leaks pointing to WaterLevel statics
3 Months Ago
Clean: remove dead batch method Tests: compiles in SERVER+CLIENT
3 Months Ago
Clean: simplify GetWaterLevels code by using NativeArray.Expand Tests: ran unit tests
3 Months Ago
Optim: use persistent buffers inside GetWaterInfos - Still have a TODO on managing their lifecycle - imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in) Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims. Tests: ran unit tests
3 Months Ago
Optim: replace WaterInfo resolving amnaged loop with a Burst job 1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms) Tests: ran unit tests
3 Months Ago
Optim: use Burst jobs to process results from GetIgnore entity heads Only one managed loop left Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
3 Months Ago
Clean: replace a magic number with a named constant Tests: unit tests
3 Months Ago
Optim: replace secondary query setup managed loop with a Burst job Tests: unit tests
3 Months Ago
Optim: recache water heights from WaterVolumes using a Burst job - also fixes a bug with invalid indexing that I introduced earlier today Tests: unit tests
3 Months Ago
Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes Noticed a bug while converting internal logic to burst job that wasn't picked up by test Tests: ran unit tests, now correctly detects an issue - will fix next.
3 Months Ago
Optim: replace couple internal managed loops with Burst jobs 1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms) Tests: ran unit tests
3 Months Ago
Update: use GetIgnoreIndirect(vec3, float, ...) Further simplifies code and reduces the number of temp NativeArrays we need Tests: unit tests
3 Months 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
3 Months 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
3 Months 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
3 Months 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
3 Months Ago
Optim: replace height fetching with a burst job Tests: unit tests
3 Months Ago
Optim: replace initialization with with a burst job Tests: ran unit tests
3 Months Ago
Update: replace Spans with NativeArray in WaterLevel.GetWaterInfos Will allow to pursue using burst jobs internally. Tests: tests passed
4 Months Ago
Update: leaving an optim todo idea comment Tests: not applicable
4 Months Ago
Update: sprinkle some profiling scopes Tests: ran unit tests
4 Months 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
4 Months 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
4 Months 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
4 Months Ago
Optim: grab TerrainHeights via indirect batch 1k waves perf test used to take 3ms, now 2.3ms Tests: ran unit tests
4 Months 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
4 Months Ago
Update: Bunch of utility Burst jobs for WaterLevel.GetWaterLevels outstanding jobification Tests: none, they are not plugged in
4 Months 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
4 Months 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
4 Months 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
4 Months 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.
4 Months Ago
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect Tests: ran unit tests
4 Months Ago
Merge: from erosion Bringing across TerrainMap NativeArray conversion that I need for my batch checks Tests: reran TerrainMap tests
4 Months Ago
Merge: from main Aligning with erosion branch parent CL Tests: none, no conflicts
4 Months Ago
Update: added GetTopologies jobs for TopologyMap - Also covered with tests - Sprinkled [WriteOnly]/[ReadOnly] attributes into jobs - Fixed constant string allocation in tests Tests: ran unit tests
4 Months Ago
Update: adding WaterMap height sampling burst jobs - Also covered them with tests to validate output against non-job calls Tests: ran unit tests
4 Months Ago
Merge: from terrainmap_nativearray2 - Fixed a bug of invalid reinterpret Bringing across my tests since we're both working on the same thing. Tests: ran the new tests
4 Months Ago
Add: covering TerrainMap public api in tests Prep for switching over to NativeArray Tests: ran the new tests
4 Months Ago
Optim: skip issuing 0-length WaterCollision.GetIgnore jobs Tests: ran unit tests
4 Months 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
4 Months 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
4 Months Ago
Merge: froim texttable_allocs Previously merged into Aux, but Aux2 one seems to be more fresh Tests: none, no conflicts
4 Months Ago
Merge: from main Tests: none, no conflicts
4 Months Ago
Merge: from concurrentquueue_leak - Fixes an edge-case on high-pop servers that can cause a 10MB/s garbage allocation rate Tests: validated fix works via synthetic test, then had a 2-player session on craggy to validate network traffic works as intended
4 Months Ago
Clean: remove false-sharing todo Don't have proof of how impactful it is now in this area, so not going to jump the gun for now Tests: none, trivial change
4 Months Ago
Undo: pick the right version of ProjectSettings from history Tests: none, trivial change
4 Months Ago
Undo: revert ProjectSettings Tests: none, trivial change