branchrust_reboot/main/baseplayer_serverupdateparallelcancel

146 Commits over 123 Days - 0.05cph!

5 Months Ago
Tests: add ServerOcclusionTests.TestOcclusionLineOfSight_Consistency Compares results between serial and batched versions. Tests: ran the new test set
5 Months Ago
Update: prep BasePlayer.OcclusionLineOfSight (both serial and batched) for use in tests Tests: none, trivial change
5 Months Ago
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
5 Months Ago
Clean: propagate network time from FinalizeTickParallel Tests: none, trivial change
5 Months Ago
Optim: NetworkPositionTick - remove extra InvalidateNetworkCache Cache has been previously invalidated in FinalizeTickParallel, so no need to discard it again Tests: none, trivial change
5 Months Ago
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
5 Months Ago
Clean: remove couple TODOs - one was just completed - another was overzealous Tests: none, trivial changes
5 Months Ago
Optim: SendNetworkPositions - reuse occlusion query results Tests: 2p on Craggy with UsePlayerUpdateJobs 2
5 Months Ago
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
5 Months Ago
Merge: from connectedplayer_rewrite Got far enough along in this direction and things seem to work
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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
6 Months Ago
Bugfix: rewrite batched OcclusionLineOfSight to supports sleepers Tests: 2p session on Craggy with UsePlayerUpdateJobs 2, disconnected multiple times - no more out-of-bounds exceptions
6 Months Ago
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.
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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
6 Months Ago
Clean: mark with comments when each player cache is last updated Tests: none, trivial change
6 Months Ago
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
6 Months Ago
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
6 Months Ago
Merge: from main Tests: editor compiles
6 Months Ago
Optim: use cached pos to avoid transform access Tests: none, trivial change
6 Months Ago
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
6 Months Ago
Bugfix: cache missing state player analytics when jobs are disabled Tests: none, trivial change
6 Months Ago
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
6 Months Ago
Merge: from main Tests: none
6 Months Ago
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
6 Months Ago
Update: Don't step players that have been kicked by antihack Tests: none, trivial change
6 Months Ago
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
6 Months Ago
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
6 Months Ago
Update: add "Server.UsePlayerTasks" feature switch - also submitting updated ResetStaticFields Tests: turned it on and off in the editor and validated in profiler
6 Months Ago
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
6 Months Ago
Clean: dead variable Tests: none, trivial change
6 Months Ago
Clean: fix code formatting Tests: none, trivial change