Technical Issues in Tools Development Roundtable - Day 1: Production
Notes by Paul Haile
Table of content
- Table of content
- Potential topics for today
- Remote teams and offsite users
- Managing very large source assets
- Large build transmission
- Art assert diffing/merging
- Python 2 vs 3
- Asset pipeline tracking
- Legacy tool hand-off issues
Potential topics for today
- Tools and processes for working with remote teams / offsite users.
- Managing very large source assets and local disk management.
- Build distribution / transmission.
- Diffing art assets.
- Merging art/binary assets.
- Python 2 vs Python 3.
- Asset pipeline tracking.
- Triage / Issue routing / Requests and improvement gathering.
- Legacy tool handoff and bringup.
- Tools for unsolved problems.
Remote teams and offsite users
- Perforce edge and replica servers at offsite locations work well.
- Local cache layer, with periodic, automated updates.
- Communication with those remote teams?
- Some are leveraging Jira to maintain status between studios.
- Slack and similar rich chat apps are helping on this front more recently
- Typically chat has a lower bar than giant org-wide email lists, so people reach out more often for quick questions.
Managing very large source assets
- Overnight builds pre-packed for QA
- Selective sync based on what has changed vs. the nightly pre-packaged build installed locally.
- File system drivers
- Don’t actually sync the data/contents of the file until required by the build system.
- Keep necessary metadata of all files locally, for dependency checking.
- Various methods of on-demand file syncing seems to be a common thread.
- Git-LFS - anyone using this?
- Some difficulties with this reported. Tech is possibly too young?
- Some reports of their data was too large, even for LFS.
- Solution for this case was a tool which maintained cross-branch locks in Perforce to prevent merging / conflict case of large source files.
- Use creative perforce stream specs to mask out files people don’t need.
Large build transmission
- Signiant tool used to mirror builds out overnight as they are produced. Several days builds are posted there so in the event of dead builds, QA can roll back easily.
- Sending just diffs against previous full builds seems to be a workable solution for some. Weekly builds with daily diff patches, lowers the friction.
Art assert diffing/merging
- Shotgun pros and cons
- Some have spent some time to integrate perforce and shotgun using custom python tools and perforce triggers.
- Merging/diffing binary or obscure file formats
- If you control the tool and data, consider adding capability for the tool itself to present the diffs in the same style as the editor uses. For example: Node graph editor.
- Create intermediate formats which are mergable, XML, JSON, etc.
- Binary formats which include the schema/structure within it… “Universal binary format”
- Spending time pulling out as much data as possible into sidecar files which are mergable / diffable
- Super fine grained data files to try and avoid the problem altogether. Results in tons and tons of files/assets, but contention at that point is almost non existent.
- Some are doing in-editor level merging - 2 version of the level data can be loaded simultaneously and compared.
Python 2 vs 3
- Most of the new features in Python 3 are being backported into Python 2
- Python 2 currently has more library support.
- Maya is on Python 2 - causing a little bit of lock-in there.
- Some universal libraries being made which can be loaded by Python 2 or 3 scripts.
Asset pipeline tracking
- Dependency databases as a separate central database to track references.
- Requires special tools to handle file renames/moves.
- Mapping files to universal IDs / Guids as a way to automatically track renames/moves and fix them up as necessary.
Legacy tool hand-off issues
- Make sure to connect anything that will need to be maintained to continuous build / integration systems.
- High level functional documentation also valuable in the case where you have to pick up the pieces on some dead tool/code.
- Include who it was made for, why, what problem it was solving, and how it is used.