mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
* perf: Replays use less memory for checkpoints (#28052) - Simple change of the CVars and some stats - Based on a Lizard replay, checkpoints move from on average every 70 ticks to every 350. * Set a minimum number of ticks that must pass between checkpoints * Fix stat collection, split _checkpointMinInterval, more CheckpointState * update release notes
This commit is contained in:
@@ -39,7 +39,7 @@ END TEMPLATE-->
|
||||
|
||||
### New features
|
||||
|
||||
*None yet*
|
||||
* A new `replay.checkpoint_min_interval` cvar has been added. It can be used to limit the frequency at which checkpoints are generated when loading a replay.
|
||||
|
||||
### Bugfixes
|
||||
|
||||
@@ -47,7 +47,7 @@ END TEMPLATE-->
|
||||
|
||||
### Other
|
||||
|
||||
*None yet*
|
||||
* The default values of various replay related cvars have been changed to try and reduce memory usage.
|
||||
|
||||
### Internal
|
||||
|
||||
|
||||
@@ -133,6 +133,11 @@ public sealed partial class ReplayLoadManager
|
||||
var spawnedTracker = 0;
|
||||
var stateTracker = 0;
|
||||
var curState = state0;
|
||||
|
||||
var stats_due_ticks = 0;
|
||||
var stats_due_spawned = 0;
|
||||
var stats_due_state = 0;
|
||||
|
||||
for (var i = 1; i < states.Count; i++)
|
||||
{
|
||||
if (i % 10 == 0)
|
||||
@@ -150,11 +155,28 @@ public sealed partial class ReplayLoadManager
|
||||
serverTime[i] = GetTime(curState.ToSequence) - initialTime;
|
||||
ticksSinceLastCheckpoint++;
|
||||
|
||||
// Don't create checkpoints too frequently no matter the circumstance
|
||||
if (ticksSinceLastCheckpoint < _checkpointMinInterval)
|
||||
continue;
|
||||
|
||||
// Check if enough time, spawned entities or changed states have occurred.
|
||||
if (ticksSinceLastCheckpoint < _checkpointInterval
|
||||
&& spawnedTracker < _checkpointEntitySpawnThreshold
|
||||
&& stateTracker < _checkpointEntityStateThreshold)
|
||||
{
|
||||
continue;
|
||||
|
||||
// Track and update statistics about why checkpoints are getting created:
|
||||
if (ticksSinceLastCheckpoint >= _checkpointInterval)
|
||||
{
|
||||
stats_due_ticks += 1;
|
||||
}
|
||||
else if (spawnedTracker >= _checkpointEntitySpawnThreshold)
|
||||
{
|
||||
stats_due_spawned += 1;
|
||||
}
|
||||
else if (stateTracker >= _checkpointEntityStateThreshold)
|
||||
{
|
||||
stats_due_state += 1;
|
||||
}
|
||||
|
||||
ticksSinceLastCheckpoint = 0;
|
||||
@@ -169,7 +191,8 @@ public sealed partial class ReplayLoadManager
|
||||
checkPoints.Add(new CheckpointState(newState, timeBase, cvars, i, detached));
|
||||
}
|
||||
|
||||
_sawmill.Info($"Finished generating checkpoints. Elapsed time: {st.Elapsed}");
|
||||
_sawmill.Info($"Finished generating {checkPoints.Count} checkpoints. Elapsed time: {st.Elapsed}. Checkpoint every {(float)states.Count / checkPoints.Count} ticks on average");
|
||||
_sawmill.Info($"Checkpoint stats - Spawning: {stats_due_spawned} StateChanges: {stats_due_state} Ticks: {stats_due_ticks}. ");
|
||||
await callback(states.Count, states.Count, LoadingState.ProcessingFiles, false);
|
||||
return (checkPoints.ToArray(), serverTime);
|
||||
}
|
||||
|
||||
@@ -34,6 +34,7 @@ public sealed partial class ReplayLoadManager : IReplayLoadManager
|
||||
private ushort _metaId;
|
||||
private bool _initialized;
|
||||
private int _checkpointInterval;
|
||||
private int _checkpointMinInterval;
|
||||
private int _checkpointEntitySpawnThreshold;
|
||||
private int _checkpointEntityStateThreshold;
|
||||
private ISawmill _sawmill = default!;
|
||||
@@ -45,6 +46,7 @@ public sealed partial class ReplayLoadManager : IReplayLoadManager
|
||||
|
||||
_initialized = true;
|
||||
_confMan.OnValueChanged(CVars.CheckpointInterval, value => _checkpointInterval = value, true);
|
||||
_confMan.OnValueChanged(CVars.CheckpointMinInterval, value => _checkpointMinInterval = value, true);
|
||||
_confMan.OnValueChanged(CVars.CheckpointEntitySpawnThreshold, value => _checkpointEntitySpawnThreshold = value,
|
||||
true);
|
||||
_confMan.OnValueChanged(CVars.CheckpointEntityStateThreshold, value => _checkpointEntityStateThreshold = value,
|
||||
|
||||
@@ -41,12 +41,12 @@ internal sealed partial class ReplayPlaybackManager
|
||||
skipEffectEvents = true;
|
||||
ResetToNearestCheckpoint(value, false);
|
||||
}
|
||||
else if (value > Replay.CurrentIndex + _checkpointInterval)
|
||||
else if (value > Replay.CurrentIndex + _checkpointMinInterval)
|
||||
{
|
||||
// If we are skipping many ticks into the future, we try to skip directly to a checkpoint instead of
|
||||
// applying every tick.
|
||||
var nextCheckpoint = GetNextCheckpoint(Replay, Replay.CurrentIndex);
|
||||
if (nextCheckpoint.Index < value)
|
||||
if (nextCheckpoint.Index < value && nextCheckpoint.Index > Replay.CurrentIndex)
|
||||
ResetToNearestCheckpoint(value, false);
|
||||
}
|
||||
|
||||
|
||||
@@ -51,7 +51,7 @@ internal sealed partial class ReplayPlaybackManager : IReplayPlaybackManager
|
||||
|
||||
public ReplayData? Replay { get; private set; }
|
||||
public NetUserId? Recorder => Replay?.Recorder;
|
||||
private int _checkpointInterval;
|
||||
private int _checkpointMinInterval;
|
||||
private int _visualEventThreshold;
|
||||
public uint? AutoPauseCountdown { get; set; }
|
||||
public int? ScrubbingTarget { get; set; }
|
||||
@@ -93,7 +93,7 @@ internal sealed partial class ReplayPlaybackManager : IReplayPlaybackManager
|
||||
_initialized = true;
|
||||
_sawmill = _logMan.GetSawmill("replay");
|
||||
_metaId = _factory.GetRegistration(typeof(MetaDataComponent)).NetID!.Value;
|
||||
_confMan.OnValueChanged(CVars.CheckpointInterval, (value) => _checkpointInterval = value, true);
|
||||
_confMan.OnValueChanged(CVars.CheckpointMinInterval, (value) => _checkpointMinInterval = value, true);
|
||||
_confMan.OnValueChanged(CVars.ReplaySkipThreshold, (value) => _visualEventThreshold = value, true);
|
||||
_client.RunLevelChanged += OnRunLevelChanged;
|
||||
}
|
||||
|
||||
@@ -1647,15 +1647,20 @@ namespace Robust.Shared
|
||||
/// </summary>
|
||||
public static readonly CVarDef<int> ReplaySkipThreshold = CVarDef.Create("replay.skip_threshold", 30);
|
||||
|
||||
/// <summary>
|
||||
/// Minimum number of ticks before a new checkpoint tick is generated (overrides SpawnThreshold and StateThreshold)
|
||||
/// </summary>
|
||||
public static readonly CVarDef<int> CheckpointMinInterval = CVarDef.Create("replay.checkpoint_min_interval", 60);
|
||||
|
||||
/// <summary>
|
||||
/// Maximum number of ticks before a new checkpoint tick is generated.
|
||||
/// </summary>
|
||||
public static readonly CVarDef<int> CheckpointInterval = CVarDef.Create("replay.checkpoint_interval", 200);
|
||||
public static readonly CVarDef<int> CheckpointInterval = CVarDef.Create("replay.checkpoint_interval", 500);
|
||||
|
||||
/// <summary>
|
||||
/// Maximum number of entities that can be spawned before a new checkpoint tick is generated.
|
||||
/// </summary>
|
||||
public static readonly CVarDef<int> CheckpointEntitySpawnThreshold = CVarDef.Create("replay.checkpoint_entity_spawn_threshold", 100);
|
||||
public static readonly CVarDef<int> CheckpointEntitySpawnThreshold = CVarDef.Create("replay.checkpoint_entity_spawn_threshold", 1000);
|
||||
|
||||
/// <summary>
|
||||
/// Maximum number of entity states that can be applied before a new checkpoint tick is generated.
|
||||
|
||||
Reference in New Issue
Block a user