branchrust_reboot/main/syncvarscancel
115 Commits over 120 Days - 0.04cph!
Find queue/send method properly (search parent class)
Don't pass byte - cant append that OpCode unless its an int
Use Cecil for SyncVar weaving.
Boostrap weaving on domain reload
Properly map depdency paths
Include unity modules
Better timing to avoid race conditions
Attempts to better filter what files are pushed for weaving
Better Diagnostics
Cleanup GenerateResult (Just generate pe and pdb output streams in method before writing to them)
Scrap Source Generator - Try IL Weaving instead
Moved to new project -> Rust.SourceGenerators.SyncVar
Fix legacy shelter mini example
Throw error if greater > 31 packed SyncVars
New Implementation is done! 🎉
Fixed SourceGenerator not throwing errors properly when looking at field name (invalid string/uppercase starting string)
Add support for Pack=True/False.
Unpacked SyncVars are sent immediately when changed.
Removed old SyncVar implementation
Successful queue, sending and receiving on new code generator implementation.
Stripped out another overhead byte not needed with our new solution.
Generate byte table inside code generator.
Developer > 2 logging support.
Safety with property setter on the client (throw an exception).
Few more Diagnostics error throws (class > 256 syncvars, Base Class == BaseEntity).
Try & Catch on Syncvar replicate.
Time to fully rip out the old solution.
Missed Files - Code Analysis Dependencies
Roslyn Compiler setup for SyncVars working (auto property generation)
Not adding to queue etc yet.
Seperated .csproj to seperate directory since Unity keeps forcing .NET Framework
Implemented Microsoft.CodeAnalysis via plugins instead (fetched nuget dlls from external project)
Include Microsoft.CodeAnalysis
Initial Source Generator setup
Give queue back to the pool if its empty (after sending)
Fixed bitmask read using too small a bit count
Remove client -> server syncvars
Allow sending sync vars to specific players
Correct send info from client -> server
Turn packing off by default (this is so the server can send packets to different endpoints, eg player x, or y)
Protobuf support for sync vars
Throw error if too many sync vars are defined
Developer logging and disconnect/kick for incorrect replications on both client/server
Some fixes for client authoritative queue packing
Seperate client and server packing queues due to listen servers messing everything up
Client now uses packed sending
Cleanup
Batching system when sending packed sync vars. If all packed syncvars require a larger bitmask then split it over multiple send cycles
Swap syncvar system over to using bytes rather than ushorts. We will never reach max 255 per entity as the current queue limit is 32 (due to the bitmask), even if we split the queue its fine
Server receive packed sync var methods
Ensure child classes of SyncVar are picked up in SyncVar Codegen
Initial profiling pass. Virtually no memory overhead for send/receive, and very little for the queue (pooled)
Fix non packed syncvars attempting to use the cheap int ids used with regular packed sync vars (will try and incorporate this before release)
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke
Cleanup start/stop queue methods
Return hashset to the pool on stop
Conditional sync vars now force sending.
We use force here due to memory. onditionals could be added to the queue for specific values, and then by the time the queue processes it the value may have changed.
Invoking force prevents us from having to maintain a dictionary of values for every entity
Server -> Client Syncvars properly syncing up via a fixed repeating queue
Cancel repeating invoke on entity destroy
Bitmask setup as a uint - 32 sync vars max per class
Some minor fixes
Experimenting with different queue implementation
Setup queuing and packing methods. SyncVars are added to each entities queue.
Setup Sync() and SyncImmediate(), behaves similarly to SendNetworkUpdate() and SendNetworkUpdateImmediate()
Setup standardised getter method to retreive sync vars current values without using reflection or any pre existing list.
Swap syncvars to send shorts instead.
(Id is class relative so no problem with duplicates)
Equal, do not subscribing to delegate.
Reduces some allocations.
Pregenerate field name ids rather than running it through string pool at runtime
Very initial setup to support packed syncvars
Fixed client write and send methods trying to use server write and send
Fixed server recieve method being hooked up wrongly
Can mark SyncVars as [ClientAuthority]
This changes the ifdef blocks used in the resulting replicate and sync methods
Changed test code to include a client -> server Syncvar
Add server receive methods
Add CLIENT & SERVER preprocessor tags in generation step