userDaniel Pcancel

1,285 Commits over 335 Days - 0.16cph!

4 Months Ago
Bugfix/Optim: propagate fix to other ConcurrentQueues in the file Tests: local 2-player session on Craggy in editors
4 Months Ago
Clean: remove the hack test Now that the bug was validated this doesn't serve any purpose Tests: compiled in editor
4 Months Ago
Bugfix/Optim: Don't force ConcurrentQueue to allocate new segments on every push My hack/forced test no longer allocates - now I just need to cover left-over cases of this problem Tests: on Craggy in editor took a snapshot - no more allocs in the forced test area.
4 Months Ago
Hack: improved the runaway test Now I can see it via server profiler - ~90KB across 192 allocs for 192 packets Tests: Craggy in editor, took a snapshot
4 Months Ago
Hack: synthetic test to proc ConcurrentQueue memory runaway Managed to reproduce high memory allocation edge case of ConcurrentQueue. Need to rip it out after applying the fix. Tests: ran the code and checked state of ConcurrentQueue with a debugger
4 Months Ago
Merge: from texttable_allocs - Replacing old TextTable with the new one that allows deferred formatting and avoids allocs Tests: new unit tests and manual invoke of server.playerlistpos and status commands on Craggy
4 Months Ago
Optim: replacing old TextTable with the new one - Updated Server.GetPlayerListPosTable to new APIs Synthetic test of `playerlistpos` for 200 players on Craggy runs in 0.5ms (instead of prev 5ms) and 99% less allocs. Tests: Started Craggy in editor with a synthetic test. Also used a couple TextTable rcon commands
4 Months Ago
Update: make logic match `shouldPadColumns` meaning it was doing the inverted logic before, but didn't affect tests since they used old values before the rename. Tests: ran unit tests.
4 Months Ago
Update: adding extra perf test to track shouldPadColumns influence - Also renamed isForJson to shouldPadColumns Shows 6x perf impact between no pad and pad. Makes sense, since for some types we need to do string formatting and that's heavy. Tests: ran the tests.
4 Months Ago
Update: Add deferred formatting for more types (uint, long, ulong, double, vec3) - Extended tests to cover these cases Tests: ran unit tests
4 Months Ago
Optim: don't allocate when writing values via JsonTextWriter - also exposed a `stringify` param that can avoid string conversion Tests: ran unit tests
4 Months Ago
Update: revert back to Newtonsoft.Json - Temporarily reverted the TextTable in use to original version to validate via tests We have to o many json serialization impls, so going to avoid trying to add a new one. I'll have to check if I can rip out the stale dll or not. Tests: ran the unit tests
4 Months Ago
Update: Replace old TextTable with new - Also did a light convert of `GetPlayerListPosTable` - it was able to handle 300 players instead of 200 in 4.7ms - Updated ServerProfiler to exclude new System.Text.Json assemblies (and a couple extra bits) - built from f5b849e4 Tests: synthetic test in editor via constantly running getplayerlistpos command for 300 players, built server and client standalones(win64), booted server standalone
4 Months Ago
Clean: remove extra comments and finish TODOs Just gotta swap out the implementations and test it all builds/runs Tests: ran tests
4 Months Ago
Optim: store all row values into a continuous aray - Inserts are now 50% faster than the old table, 99% less allocs - ToText is 10% faster than old table, 99% less allocs - ToJson is 47% slower than old table, 99% less allocs Json serialization is a head scratcher - need to look through the utf8jsonwriter. Tests: unit tests
4 Months Ago
Optim: don't serialize bool in memory - we can rely on const strings instead Brings us a smidge closer to original api, but still slower(-12%). Tests: unit tests
4 Months Ago
Optim: allow pre-allocating of columns and rows - Rows were supported previously, but I didn't realize the call was going to the params overload, breaking the optim Inserts are 22% faster now, with 6 allocs per test run (except first run, for what-ever reason - need to explore) instead of previous 12k Tests: unit tests
4 Months Ago
Update: update perf tests to use new apis Rip#2 - was testing old compat apis. And suprisingly, they were faster than new APIs. Well, there's still options that I haven't tapped into. Tests: unit tests
4 Months Ago
Optim: allow user to provide an optim hint if we'll be serializing to json This allows to skip table alignment logic. Still no effect on json perf tests(wat), I'm suspicious. Tests: ran the unit tests.
4 Months Ago
Optim: disable json validation when streaming it with the new table Surprisingly has 0 effect on 4k perf - the bottleneck must be somewhere else. Tests: ran unit tests
4 Months Ago
Bugfix: Fixing json serialization - Switching to System.Text.Json as it allows steamed serialization - Updated binaries, System.Text.Json deps got stale Text serialization is 2x faster in 4k perf test(62.5% less allocs), Json serialization is 12% slower(20% less allocs) Tests: ran the unit tests
4 Months Ago
Bugfix: Fix ToString not aligning correctly for new table - Also increased correctness test data set to 128 rows Float size calculation could be improved, but I'll leave that till later as it's not trivial. Now to fix json serialization Tests: ran the unit tests
4 Months Ago
Update: add deferred formatting overloads to TextTable - Also expanded tests to cover backwards compatibility checks as well as new API correctness checks - Refactored tests as they were becoming unwieldy New API correctness checks are failing - will fix next. Tests: ran new unit tests
4 Months Ago
Optim: Pool internal lists - This is a breaking change - can no longer double call `ToJson` or `ToString` as we clean up resources during it New version is 12k allocs at 4k records test vs 16k allocs. Still loosing on time, but hoping future serialization streaming changes will catch us up. Tests: ran the unit tests
4 Months Ago
Update: store type unions instead of strings as row cell Right now this is a pessimization(-25% perf on 4k "Record" test) - we do more work to manage it, but it should open up more optim opportunities. Tests: ran the now correct unit tests
4 Months Ago
Bugfix: fixing unit tests Rip. Missed the fact that unit tests were runnin on empty data. At least there weren't any issues with previous optims. Tests: rajn the unit tests
4 Months Ago
Optim: avoid row allocations Tests: ran unit tests
4 Months Ago
Optim: get rid of small Column allocs - also removed all private qualifiers Tests: ran unit tests
4 Months Ago
Update: set out optim plans - reuse string builder via pool - Renamed TextTableOriginal to TextTableNew (otherwise I'll accidentally break the game before I mean it) Tests: none, trivial changes
4 Months Ago
Update: initial test setup to validate optimizations for TextTable Tests: ran the new unit and perf tests
4 Months Ago
Merge: from eventrecord_allocs - Reduces the number of allocations caused by our server-side analytics - New "analytics.small_buffer_send_limit" persistent ServerVar to reduce task scheduling overhead. Set -1 to return original behavior. Tests: ran existing analytics unit tests, booted server in editor.
4 Months Ago
Merge: from main Tests: none, no conflicts
4 Months Ago
Clean: remove my testing setup Test: none, trivial change
4 Months Ago
Optim: send small server-side analytics events using the same task thread - Controlled via analytics.small_buffer_send_limit - to disable, set to -1, to enable for everything set to 999999 - Default to 16KB - Preserved between server restarts This avoids ~1KB of allocations just to schedule another async task per upload. On busy servers(100pop) this can save 0.8MB per frame. Tests: booted in editor to check the command presence
4 Months Ago
Added AO to packed mask
4 Months Ago
Bugfix: EventRecord.AddField(bool) now respects it's param Lucky for us, wasn't used anywhere outside of tests. Tests: none, trivial change
4 Months Ago
Update: adding a couple perf tests for EventRecord - also removed one of profilign scopes since I don't need it anymore Used them to check if packing EventRecordField would give any perf benefit, and it's a no - indistinguishable from noise. Tests: ran the new tests
4 Months Ago
LOD0 and prefabs setup condenser tanks smalls
4 Months Ago
Optim: Allocate scratch buffer on the stack instead of thread local mem Perf tests showed same performance, so we can save on the global allocation Tests: ran editor on craggy
4 Months Ago
Optim: avoid scratch buffer round trip After checking internals, GUID serialization is also alloc-free, so routing through that. Tests: profiled in editor
4 Months Ago
Optim: eliminate float/double related allocs in EventRecordField.Serialize Need to run a couple additional experiments(stackalloc, tagged union), but this part is basically done. Tests: ran in editor, observed in profiler that no more allocs are happening in Serialize for small records
4 Months Ago
Optim: EventRecordField - use thread local scratch to avoid GUID serialization allocs Tests: validated value via debugging, unity profiler showed no allocs during Serialize(CSV) call
4 Months Ago
Update: hacky EventRecord profiling setup to track allocations Will need to discard this before merge Tests: ran in editor
4 Months Ago
Bugfix: Use valid index in WaterTestFromVolumes Tests: detected during staging demo playback with useparallelupdatejobs - reran the demo, no more NREs
4 Months Ago
Merge: from parallel_validatemove - Fixers a couple rare bugs leading to missing data from FullServerDemo recordings - More work on BasePlayer.SErverUpdateParallel, still disabled - Editor-only: Added a couple unit tests - Editor-only: ServerDemoPlayer - disable error spam during demo playback, improve log format - Editor-only: ServerDemoPlayer - automatically authenticate connections during demo playback Tests: played back demo from staging server, recorded a couple new demos in local editor
4 Months Ago
Merge: from main Tests: none, no conflicts
4 Months 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
4 Months 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.
4 Months 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
4 Months 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