Hotload Performance
Here's some tips in case hotloading code changes to your addon is getting too slow.
Our hotloading system needs to go through every object in memory, replacing any from the old DLL with one from the new DLL. This can get slow if you've got huge data structures with millions of objects.
Some things to keep in mind:
- Arrays of primitive types (
byte
,int
, etc) survive the hotload without getting processed, which is very quick - Arrays of custom struct types that only contain value types can be copied across very quickly too
- Arrays of any other custom types will have each item processed one-by-one, which can be much slower
Find out what's slow
You can find out which objects are the slowest to replace by setting this console variable:
This will log a bunch of timing info to the console after each hotload, for both server and client DLLs.
The output will look like this:
There will be a table for each type encountered, with the second column counting how many instances were seen, and the last column the time taken to process all the instances. The types are listed in descending order of time taken. You can ignore the rows starting with [StaticField]
for now, they describe how the instances were found.
From the example above, we can see processing MinimalExample.MinimalPlayer.Example
instances is taking the bulk of the hotload time.
Using SkipHotload
When you've found what types are slow to process, you can tell the hotloading system to just skip over fields and properties containing instances of those types.
When a field or property is skipped, it will be left uninitialized after the hotload. That means null
for reference types, or default(T)
for value types.
Continuing with the example above, we've worked out a property BigList
is holding all the instances that hotload is taking ages to process. We can skip that property with the [SkipHotload]
attribute:
Now hotloading takes much less time:
However that property is now null
after hotload, so skipping is only useful for data structures that you can generate again (and more quickly than it would take hotload to process). For example, your type might contain some raw data in a byte
array that doesn't need to be skipped, and also some larger uncompressed representation of the same data for live use that you can regenerate after hotload is done.
Hotload callback interfaces
For cases where you want to repopulate skipped fields, the containing type can implement IHotloadManaged
. This has two methods that will be called by the hotloading system: IHotloadManaged.Destroyed
is called on the old instance, and IHotloadManaged.Created
is called on the new one that replaces it.
In Destroyed
you can populate a state
dictionary with values to bring over to the new instance, which get passed to Created
:
You'll want to only store stuff in the dictionary that is quick for hotload to process, like arrays of primitive types.
Fast-path hotloads
As of 13/04/2023, if you only change method bodies the game will attempt a much faster hotload. This should be most useful when tweaking code handling visuals or UI. Not all changes are supported to start with, so it might still have to fall back to the old slower hotload in some cases.
If you start encountering errors that could be related to this feature, you can disable it with this console variable:
Please also tell us about what went wrong in an issue here: https://github.com/sboxgame/issues/issues It'll be super helpful to know what change you made when the problem occurred.
Also please make sure to check if anyone else has already made an issue!