branchrust_reboot/main/parellel_validatemovecancel
197 Commits over 59 Days - 0.14cph!
Clean: remove unnecessary usings
Tests: editor compiles in CLIENT+SERVER
Update: adding missing logic to BasePlayer.ServerUpdateParallel since the merge
- also fixed the formatting in a couple places
Tests: none, trivial changes
Bugfix: check if ignore grids (terrain, water) are present
- Covers cases in editor where they haven't been setup yet
Tests: ran unit tests
Bugfix: invalid indexing of water infos when player is parented to a water blocking entity
Tests: none, trivial change
Merge: from main
Tests: ran unit tests, played in editor with parallel update jobs enabled on Craggy - water was detected correctly
Bugfix: rename WaterVisibilityTrigger.Reset to ResetTrackedTriggers
Old name conflicted with Unity's scripting api and generated errors in editor(problematic for tests)
Tests: ran unit tests
Bugfix: fix GamePhysics batched queries bugs
- Was incorrectly indexing the array of results
- GetIgnore(Vec3, float) was using a swept sphere instead of sphere overlap (like original code)
Tests: ran unit tests - they now pass
Tests: Add missing layer for WaterVisibilityTrigger objects in WaterLevel tests
This now stressed the execution path for the submerged head in GetWaterInfo and shows I have a divergence. Will fix shortly.
Tests: ran all tests
Update: making PlayerCache a server-only utility
- Made some tests server only
It's an intrusive collection (requires an int field on BasePlayer), and we only add it for server version of player. For now there's no need to generalize it anyway.
Tests: compiled in editor
Bugfix: fix invalid index scrambling logic in tests
Turns out the tests were borked and generated duplicate indices, which is not something that batch logic can handle.
Tests: ran all unit tests
Bugfix: avoid trampling results when scattering out physics query results
- Also reduced size of temp allocations (they're still there, but it's the slow path anyway)
This is not the bug spotted by tests, but it would bite us in the back anyway.
Tests: none, as neither the demo nor tests cover this path (NYI)
Update: generate a sample grid for water tests & use WaterVisibilityTrigger
This stress tests a rare execution path. It revealed a divergence between serial and batched - will fix next
Tests: ran unit tests
Update: standardized WaterVolume usage across tests
- Also fixed a couple small bugs in rarely used water perf tests
Got a couple TODOs left to clean, and will start merging back to main
Tests: ran all tests
Update: moved player caching to FinalizeTickParallel
Tests: ran unit tests and played back server staging demo twice - numbers match expected range
Update: add an extra profiling scope
Tests: ran the perf test
Clean: general cleanup
- Removed dead code
- removed some TODOs that no longer apply
- more ReadOnly cases alongside NativeArray usage instead of spans
Tests: unit tests
Update: expand PerfSerialWaterFactor & PerfBatchWaterFactors with different pop counts
Covers various scenarios, from staging at 50pop to 10k for stress test. Also shows that we retain the 4x+ speedup across populations.
Tests: ran perf tests
Clean: last ReadOnly added
Tests: unit tests
Clean: the ReadOnly crusade is almost over
Tests: unit tests
Clean: moar ReadOnly
Tests: ran unit tests
Clean: a lil more ReadOnly
Tests: unit tests
Clean: more ReadOnly usage
Tests: ran unit tests
Optim: GetWaterFactors is converted to indirect style throughout
- Added an edge case to all tests to validate correct bounds operation(spotted a bug I recently added)
This is last optim I'll be pursuing - 10k points test now runs at ~6ms compared to 28ms serial mode. Next up is to add a couple more benchmarks and go through todo cleanup.
Tests: ran unit tests and played back staging demo twice
Update: Propagating indices to GetWaterLevels
- Updated TestWaterLevelsConsistency to validate various permutations
Tests: unit tests
Update: converting GetWaterLevels to indirect form
- Like previous CL, operates on an internal forward dummy range
- sprinkled ReadOnly accessors in prep for clean up
Time to start bridging the indices across the calls.
Tests: unit tests
Update: converting GetWaterInfos to indirect form
- Not propagating indirection params yet - running on dummy forward range
- Sprinkled ReadOnly usage in prep for cleanup
Tests: ran unit tests
Update: make GetWaterFactors internal NativeArrays persistent
Tests: unit tests
Optim: prepare params for WAterLevel.GetWaterInfos using a burst job
Helps shrink the managed loop, and gives us minor savings - about 0.5ms for 10k case. Also prepares us last indirect conversion.
Tests: ran unit tests
Tests:
Optim: GetWaterFactors now maintains a stable transform cache
- We now use a burst job to gather transform info for all players (ends up being fast enough to not care)
- Updated perf test to count for a "warmup" run, since we incrementally build the transform cache
Previous updates slowed down code from 9ms to 12ms, this optim brings us back to ~7ms for 10k cases and enables more optims
Tests: unit tests
Update: rewrite FinalizeTickParallel in indirect form
- GetWaterFactors interface adapted to take indices, but internals are still in gather->process->scatter
- Expanded TestWaterFactorsConsistency to cover for various indirection scenarios
This simplifies the internals of FinalizeTickParallel and allows for more Burst jobs, but also allows for conversion of GetWaterFactors in indirect mode and state caching.
Tests: unit tests + mul-tiple server demo playback (numbers within range)
Update: use PlayerCache for ServerUpdateParallel
Should enable us to optimize for data persistence - will attempt next CL.
Tests: played back staging server demo twice, got same analytics numbers
Add: PlayerCache utility
- Comes with unit tests
Intrusive cache that tracks if elements inside moved. Building block to allow persisting state between frames.
Tests: ran unit tests
Optim: Calculate water factors via a Burst job
- Job generates factors off by less than 1mm, so I had to swithc asserts to approx equal
Tests: ran unit tests
Update: Pass NativeArrays to GetWaterFactors instead of Spans
Tests: ran unit tests
Update: replacing BasePlayer.FinalizeTickParallel internal buffers with NativeArrays
- Also renamed WaterFactors to GetWaterFactors (to free up a name for a static array)
This should enable conversion of internals of GetWaterFactors to Burst jobs
Tests: ran the staging demo playback - same InWater and OutOfWater counts
Tests: new PerfSerialWaterFactor and PerfBatchWaterFactors perf tests
Also just realised that all my perf tests are not doing 1k point tests, but 10k. Whoops. I'll keep it.
Tests: ran new perf tests
Tests: add TestWaterFactorsConsistency test
- Converted other tests to use BasePlayer instead of BaseEntities
- Also exposed WaterFactor methods from BasePlayer (other overloads were already public)
Doesn't stress all paths, only the main path that has updated logic
Tests: ran all unit tests
Clean: adding ext to safely clean-up NativeReference
Tests: ran unit tests
Bugfix: don't leak WaterLevel's persistent allocations
Currently only allocating on Server, since no other code actively relies on this.
Tests: ran unit tests. Started Craggy in editor with leak detection - no leaks pointing to WaterLevel statics
Clean: remove dead batch method
Tests: compiles in SERVER+CLIENT
Clean: simplify GetWaterLevels code by using NativeArray.Expand
Tests: ran unit tests
Optim: use persistent buffers inside GetWaterInfos
- Still have a TODO on managing their lifecycle
- imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in)
Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims.
Tests: ran unit tests
Optim: replace WaterInfo resolving amnaged loop with a Burst job
1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms)
Tests: ran unit tests
Optim: use Burst jobs to process results from GetIgnore entity heads
Only one managed loop left
Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
Clean: replace a magic number with a named constant
Tests: unit tests
Optim: replace secondary query setup managed loop with a Burst job
Tests: unit tests
Optim: recache water heights from WaterVolumes using a Burst job
- also fixes a bug with invalid indexing that I introduced earlier today
Tests: unit tests
Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes
Noticed a bug while converting internal logic to burst job that wasn't picked up by test
Tests: ran unit tests, now correctly detects an issue - will fix next.
Optim: replace couple internal managed loops with Burst jobs
1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms)
Tests: ran unit tests
Update: use GetIgnoreIndirect(vec3, float, ...)
Further simplifies code and reduces the number of temp NativeArrays we need
Tests: unit tests