branchrust_reboot/main/baseplayer_serverupdateparallelcancel
146 Commits over 123 Days - 0.05cph!
Tests: add ServerOcclusionTests.TestOcclusionLineOfSight_Consistency
Compares results between serial and batched versions.
Tests: ran the new test set
Update: prep BasePlayer.OcclusionLineOfSight (both serial and batched) for use in tests
Tests: none, trivial change
Tests: rewrite ServerOcclusionTests to make ServerOcclusion usage clear
Is it ugly on some lines? Yes. But is it explicit and beautiful? Also yes.
Tests: ran the unit tests
Clean: propagate network time from FinalizeTickParallel
Tests: none, trivial change
Optim: NetworkPositionTick - remove extra InvalidateNetworkCache
Cache has been previously invalidated in FinalizeTickParallel, so no need to discard it again
Tests: none, trivial change
Optim: OcclusionSendUpdates can now reuse occlusion results
- Got rid of old OcclusionLineOfSight that used to send updates internally, as there's no need for it now
Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
Clean: remove couple TODOs
- one was just completed
- another was overzealous
Tests: none, trivial changes
Optim: SendNetworkPositions - reuse occlusion query results
Tests: 2p on Craggy with UsePlayerUpdateJobs 2
Update: move ServerUpdateOcclusionParallel inside FinalizeTickParallel
- FinalizeTickParallel invalidates players network cache - with UsePlayerUpdateJobs 2 we can skip it later, but 1 is has double-invalidate
This increases the coverage of OcclusionFrameCache, allowing to simplify a bunch of code.
Tests: 2p on Craggy with UsePlayerUpdateJobs 0, 1, 2 and disconnects. 0p server with UsePlayerUpdateJobs 1, 2
Merge: from connectedplayer_rewrite
Got far enough along in this direction and things seem to work
Bugfix: Parallel ServerOcclusion - get rid of extra ShouldNetworkTo checks
- Added a note explaining why we're not offloading network-cached children to worker threads
Tehnically previous version added an extra check due to APIs being used - this brings it back in line with serial count.
Tests: 2p session on craggy with UsePlayerUpdateJobs 2
Clean: simplify SendAsSnapshotWIthChildren
- remove includeChildrensChildren - it was always set to true
- remove the children null check - it's always created/set
Tests: compiles in editor
Bugfix: Parallel ServerOcclusion - serialization now happens only on main thread
- main thread doesn't try to process lost pairs and already-serialized found pairs tasks anymore - serializing work is longest
Previously serialization was offloaded to worker threads, but after investigation discovered that it would kaboom due to accessing scripting API. So instead, we offload to worker threads only players + entities that we can guarantee won't trigger serialization.
Tests: 2p session on craggy with UsePlayerUpdateJobs 0, 1, 2 - ran around, switched weapons, disconnected
Bugfix: Parallel Occlusion marks entity snapshots as out of order
Since we can send them from muiltiple threads, they are unordered - this would cause a client disconnect previously. Not anymore
Tests: none yet, need to try validating with server demos
Update: Escape hatch for Server sending entity messages out of order
- Client skips ordering validation based on message contents
Needed for the parallel server occlusion, useful for other places
Tests: local SERVER+CLIENT session, though no code uses this yet
Clean: removing dead param from SendAsSnapshot
I need the param for different logic, and it's been lost in the sauce since 2015.
Tests: editor compiles
Update: Test.ServerOcclusion - rewrite perf tests
- Also added ParallelJob perf test covering recent
Shows that 1k pairs case goes from 2ms to 0.2ms with ParallelJob - hoping it'll carry over to live env.
Tests: ran the perf tests
Update: Test.ServerOcclusion - update stale cases with new ones
This was much more painful than expected. Need to update the perf test next
Tests: ran the unit tests
Bugfix: replacing old occlusion cache to unblock unit tests
All expect-true tests are currently failing - need updating the query locations
Tests: ran the Server Occlusion tests
Update: batched OcclusionLineOfSight now handles sending updates internally (like serial)
- driven by OcclusionLineOfSightNoBroadcast - this thing we can test
Don't like this encapsulation, but it should prevent issues like missing foundPairs.
Tests: none, trivial change
Bugfix: player replication no longer stutters with UsePlayerUpdateJobs 2
Was iterating over wrong occlusion results - need to refactor to avoid future confusion
Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
Bugfix: rewrite batched OcclusionLineOfSight to supports sleepers
Tests: 2p session on Craggy with UsePlayerUpdateJobs 2, disconnected multiple times - no more out-of-bounds exceptions
Update: BasePlayer.NetworkPositionTick now uses batched server occlusion
Tests: 2p session on Craggy with UsePlayerUpdateJobs 0 and 2. Saw a bug on disconnect, will fix next.
Update: moving occlusion notification logic to it's own utility func
Realized I'll need it for the task-enabled SendNetworkPositions
Tests: none, trivial change
Update: change OcclusionLineOfSight interface to use (int, int) instead if deconstructed pairs
- Also fixed invalid allocator use for a native list - TempJob was wastefull
In the middle of writing SendNetworkPositions, and realized previous interface could be error prone
Tests: none, trivial change
Update: starting work on batched BasePlayer.NetworkPositionTick
Doesn't do any batching/tasks yet, just preliminary clean of non-player logic. Goal is to batch underlying server occlusion
Tests: 2p session on craggy with UsePlayerUpdateJobs 2
Update: Refactor FinalizeTickParallel to isolate ApplyChanges logic
Should help with profiling, and sets up for batched BasePlayer.NetworkPositionTick
Tests: local 2 palyer session on craggy with UsePlayerUpdateJobs 1 and 2
Bugfix: ensure we update player eyes before we kick off various jobs
Previously this would cause cached state to have stale eye positions.
Tests: none, trivial change
Update: refactor ServerUpdateParallel to only contain high-level calls
This should improve profiling view by clearly delineating logic
Tests: 2p session on craggy with UsePlayerUpdateJobs 2
Clean: mark with comments when each player cache is last updated
Tests: none, trivial change
Update: remove CachedState.IsValid - it was misleading and unnecessary
Reimplemented logic that used to rely it to instead rely on nullable values
Tests: editor compiles
Update: move CachedStates growth to ServerUpdateParallel
- also using zeroed memory to have sensible defaults for users that haven't yet being processed
Makes it clearer that they are in sync with playerCache
Tests: none, trivial change
Merge: from main
Tests: editor compiles
Optim: use cached pos to avoid transform access
Tests: none, trivial change
Update: UsePlayerUpdateJobs server var is now a mode, not a bool
- rolled in UsePlayerTasks
Will make it easier to test new modes in the future and avoid weird servervar dependency mess
Tests: compiles in editor
Bugfix: cache missing state player analytics when jobs are disabled
Tests: none, trivial change
Update: take world pos out of CacheState
This partially fixes cached state missing for players whos ticks weren't processed yet.
Tests: 2p local session on craggy
Merge: from main
Tests: none
Merge: from occlusion_rework
- UsePlayerTasks runs occlusion checks using batched burst jobs
- UsePlayerTasks - any visibility changes are processed using tasks distributed amongst worker threads
- UsePlayerUpdateJobs - more use of CachedState
Tests: a bunch of local 2 player sessions on Craggy
Update: Don't step players that have been kicked by antihack
Tests: none, trivial change
Bugfix: avoid scripting API when sending EventRecords from RunAnalyticsJob task
- EventRecord.New now can be created on worker threads
Tests: hacked code to enable analytics in editor, then ran around on craggy
Bugfix: avoid scripting API in EACServer.LogPlayerTick
- cache more of player state on main thread
Tests: hacked code to run EAC in editor and activated player tasks - no more exceptions
Update: add "Server.UsePlayerTasks" feature switch
- also submitting updated ResetStaticFields
Tests: turned it on and off in the editor and validated in profiler
Update: experimenting with offloading tick analytics for players to worker thread
In editor delays are pretty small, should win us 0.7ms on 200pop server, but tasks library is al-locating cosntantly - still investigating alternatives.
Tests: ran around in editor on craggy, checked profiler
Clean: dead variable
Tests: none, trivial change
Clean: fix code formatting
Tests: none, trivial change