12,611 Commits over 3,897 Days - 0.13cph!
Adding Facepunch.ArrayPool
Adding print_arraypool for debugging / monitoring
Changing MaxReceiveTime back to 20 (previous default value) for better comparability
Adjusting NetRead and NetWrite pool buffer sizes to eliminate chance for spills even when network queue convars are adjusted
Call EnterPool even when object is spilled (so any cleanup in there is still performed, which lots of existing code assumes will happen)
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Fixed native libraries not copying to the build output folder on the Mac build (has been working in old workspaces since the libraries still existed in the build output folder from previous builds)
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