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fix: fixed network activity occurring outside the core update getting missed in the profiler #641
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fix: fixed network activity occurring outside the core update getting missed in the profiler #641
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… missed in the profiler
This is probably good enough. The question is whether or not we should actually do this at the end of the pipeline or do it this way where we know for sure we've captured all possible data in a tick?? |
The difference in functionality is basically which data is grouped together. this change basically states "every data reported from when i start the tick until when i start the next tick is grouped". i think starting the tick as early as possible makes the most sense as it will try to match the boundaries of a tick to render frames, which is how the profiler renders |
We could make a new class to incorporate what my test is exercising. and have the profiler use this new class. |
* fix: implement warning logs on non-owner invoking ServerRpc that requires ownership (#627) * add todo comments * fix: implement warning logs on non-owner invoking ServerRpc that requires ownership * fix: Correcting the profiler names for network vars to be appropriately named. Should address issue #605 (#632) * test: NetworkTickSystem test (#630) * test: NetworkTickSystem test * test: NetworkTickSystem test, removed unneeded code * fix: Fix object traversal assigning instanceIds to none scene objects (#629) * fix: Fix object traversal assigning instanceIds to none scene objects * comment added Co-authored-by: Matt Walsh <matt.walsh@unity3d.com> * fix: Correcting the profiler names for named messages vars to be appropriately named. Should address issue #604 (#634) * fix: prevent OnPerformanceTickData from sending data on null (#614) If something causes an exception it's possible that the profiler never allocates data. in these cases, there is no point in sending data outside of MLAPI * fix: use specified transport channel instead of hardcoded reliablerpc channel (#638) * docs: added release notes to changelog.md (#569) * Add release notes to changelog * docs: added release notes to changelog * Update com.unity.multiplayer.mlapi/CHANGELOG.md Co-authored-by: Luke Stampfli <43687322+LukeStampfli@users.noreply.github.com> * update per review for bitserializer and networkserializer * revised per feedback - API refactor * update remove bitserializer * renaming * Update com.unity.multiplayer.mlapi/CHANGELOG.md Co-authored-by: M. Fatih MAR <mfatihmar@gmail.com> * Update com.unity.multiplayer.mlapi/CHANGELOG.md * Update com.unity.multiplayer.mlapi/CHANGELOG.md * added known issues and scene mgmt fix * revisions per review * profiler final - no more updates * format Co-authored-by: Luke Stampfli <43687322+LukeStampfli@users.noreply.github.com> Co-authored-by: Matt Walsh <69258106+mattwalsh-unity@users.noreply.github.com> Co-authored-by: M. Fatih MAR <mfatihmar@gmail.com> * docs: Update repository/project docs (#636) - Mirror package readme.md in root readme.md - Add repo directory structure description - Remove contributing and code of conduct from package directory * docs: Add content for mlapi manual.md (#639) resolves #553 resolves MTT-534 * fix: Removed per-tick runtime allocations by reusing memory between ticks (#640) PerformanceDataManager reuses PerformanceTickData by resetting per-frame Replaces deferred linq query in PerformanceTickData loop. * fix: fixed network activity occurring outside the core update getting missed in the profiler (#641) Co-authored-by: Matt Walsh <69258106+mattwalsh-unity@users.noreply.github.com> * fix: Resolve an issue where 2019.4 would not properly run ILPP with a clean import (#645) * Add an dummy ILPP to force 2019.4 to proper compilation order * Turning on this test for 2019.4 * Hack -> Workaround rename Co-authored-by: Matt Walsh <matt.walsh@unity3d.com> Co-authored-by: Matt Walsh <69258106+mattwalsh-unity@users.noreply.github.com> * build: add Unity module dependencies explicitly (#648) Co-authored-by: kvassall-unity <68920108+kvassall-unity@users.noreply.github.com> Co-authored-by: Jeffrey Rainy <jeffreyrainy@gmail.com> Co-authored-by: Albin Corén <2108U9@gmail.com> Co-authored-by: Matt Walsh <matt.walsh@unity3d.com> Co-authored-by: Lori Krell <76010626+lkrell@users.noreply.github.com> Co-authored-by: Luke Stampfli <43687322+LukeStampfli@users.noreply.github.com> Co-authored-by: Matt Walsh <69258106+mattwalsh-unity@users.noreply.github.com> Co-authored-by: Jesse Olmer <jesseo@unity3d.com> Co-authored-by: becksebenius-unity <74328025+becksebenius-unity@users.noreply.github.com> Co-authored-by: Andrew Spiering <aspiering@gmail.com>
RpcSent, NamedMessagesSent, and UnnamedMessagesSent were broken because they are triggered from the game loop and would not be included in the profiler tick data