10,998 Commits over 4,018 Days - 0.11cph!
Fixing several pooling related bugs that would cause excessive GC on the server (especially when but not limited to multithreaded networking)
Changeset
78935 + latest multithreaded networking
Applying EAC's own C# wrapper pinning fix (keeping my previous fix in place as it's expected to yield better multithreading performance)
Fixing memory pool sizes of NetRead and NetWrite
Fixing NRE in main menu when client has multithreaded networking enabled (which is always the case in the editor)
Cherry picking latest version of multithreaded networking
Fixing various fuckups from changeset
79369
Network++
Merge from main/train_tunnel_connection_fix
Cherry picking all multithreaded networking fixes
Merge from main changeset
78966
Changing server MaxReceiveTime default value from 20 to 50 (leads to better performance overall, especially with multithreaded networking)
More EOS pinning improvements
Applying EACServer fixes to EAC
Rolling back ArrayPool removal from NetWrite and NetRead
EACServer experiments / debugging (continued)
EACServer experiments / debugging (continued)
EACServer experiments / debugging (continued)
EACServer experiments / debugging (continued)
EACServer experiments / debugging (continued)
Adding missing lock around EACServer tick
More EACServer lock experiments
Removing stopwatch / forced cycle from all worker threads (redundant since 79169)
Only log one warning when SkeletonProperties.boneReference is null (instead of spamming one for every bone)
Increasing MaxReadQueue, MaxWriteQueue and MaxDecryptQueue values to 5000 on the server
Adding profiler samples to BaseNetwork.EnqueueWrite
Adding protect and unprotect locks to EACServer (debugging / testing)
More granular locking
Added warning when main thread is stalling (waiting for write thread)
When kicking / disconnecting a connection, make sure the decrypt thread isn't currently using it
Adding several convars to configure and debug multithreaded networking
Resolving roads being too straight
Limiting previous workaround only to listen server (so running a dedicated server inside the editor is unaffected)
Skipping BaseMountable.FixedUpdateCycle and Buoyancy.Cycle on large maps inside editor since they make the game unplayable
Commenting out AIMovePoint.FixedUpdate and AICoverPoint.FixedUpdate (significant performance impact on large maps inside editor, even when DDrawAIDataPoints is false)
Fixed ring rail and road not (or barely) finding valid paths on custom maps (this needs testing before we can apply it to main)
Fixed TerrainPlacementMap issues when used on custom maps
Pool performance issue debugging
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)