2,404 Commits over 608 Days - 0.16cph!
Clean: simplify TestNoClipConsistency unit test
Tests: ran updated unit test
Merge: from spectate_stay_after_dc
- Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2
Tests: spectated disconnecting server
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group
As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state
Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
Bugfix: uncomment tickState caching
Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests.
Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
Update(tests): cover all speedhack_protection levels in tests
Tests: ran unit tests
Update: expand isspeeding test coverage by generating index permutations
Revealed a bunch of false-positive access violations, fixed by sprinkling NativeDisableParallelForRestriction (hate it)
Tests: ran unit tests
Update: add a couple more test positions for unit tests
Tests: tests pass
Update: move normal calculation logic to HeightMapQueryStructure
- Give couple methods a rename
Tests: ran unit tests
Bugfix: basic arespeeding unit tests now pass
- use the right interpolators for IsSpeeding
- add overloads to TerrainHeightMap.GetNormalsIndirect and antihack specific jobs to accept deferred arrays
- make IsSpeeding work on CachedState
Tests: ran unit tests
Update: add basic consistency unit tests for AntiHack.IsSpeeding and AreSpeeding
Currently fail, as I forgot to adjust the IsSpeeding logic after state cache changes.
Tests: ran unit tests
Update: shifting job dependency downstream
Tests: none, trivial change
Update: added AntiHack.AreSpeeding - (almost) fully jobbified version of IsSpeeding
Only active with UsePlayerUpdateJobs 3. Needs unit tests, will do that later.
Tests: booted on craggy with UsePlayerUpdateJobs 3 and ran around.
Buildfix: type missmatch
Tests: editor compiles
Update: add BasePlayerJobs.CalcPlayerSpeedJob
Tests: none
Update: add ScatterValueToJob utility job
Tests: none
Update: add TerrainHeightMap.GetNormalsIndirect
Tests: none
Buildfix: fix up missed renames
Tests: unity compiles
Update: AntiHack now track it's own persistent cache of player states
- base player internals redirect to the cache when jobs 3 is set
Gets synced when player enters and leaves player cache (even if they're disconnecting). This allows us to change jobs level without mesing up player state.
Tests: none, WIP
Update: Gather more player state for Jobs3 work
- rewrite how we add to/remove from PlayerCache to add custom handling for specific systems (needed for AntiHack)
Tests: none
Merge: from optim_jobs2_builddepchains
- Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better
Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
Update(tests): adding Perf_BuildSnapshotDependencyChains
Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms).
Tests: ran perf test
Update(tests): add BuildSnapshotDependencyChains unit tests
- DummyServer now automatically cleans up spawned entities in CleanTestState
Tests: ran unit tests
Clean: refactor some of unit tests
- take out DummyServer and move bot, player creation logic into it
- move out Measuring utils to it's own file
Tests: ran occlusiongroup tests, all pass
Optim: Jobs 2 - rewrite BuildSnapshotDependencyChains
- fix a bug that caused more snapshots to be sent than necessary (causing massive inflation)
- add a couple fast paths, rewrote it to be a single-pass algo
- reduced number of pooled lists usage
Need to write unit tests for this
Tests: with useplayerupdatejobs 2 set from start, loaded craggy and 2.5k procgen world in editor, visited ferry terminal - didn't see anything missing, npcs had weapons and were shooting
Merge: from serverprofiler_disable_memstates
- Update: added extra safety try-finally
Tests: none, trivial change
Update: missed an extra try-finally in perfsnapshot_stream
Tests: none, trivial change
Merge: from serverprofiler_disable_memstates
- Bugfix for running multiple capture commands without waiting for completion of initial
- Bugfix for memstats parsing exception (disabled memstats recording)
Tests: couple 128mb perfsnapshot_stream in editor
Bugfix: perfsnapshot/_stream - set exportDone to false when starting recording
- wrapped inner task logic into a try-finally to ensure exportDone latch is released
Well this is a derp up, the safety latch was in place for a year but never worked because I never engaged it. Whoops.
Tests: done perfsnapshot_stream 128mb as another one is exporting - no crash, got message
Update: ServerProfiler.Core - disable system memory tracking
- release binaries built from 25d14ef0
Its too unstable and overengineered, will rework later
Tests: perfsnapshot_stream 128mb of data - no system memory tracks in json
Merge: from tracespheres_optim
- Bugfix for exceptions when shooting
Tests: shot the ak on Craggy in editor
Bugfix: VerifyRays/Spheres - early out if passed empty command set
Fixes exceptions when shooting
Tests: shot ak on Craggy in editor
Merge: from fix_sortdeferred_race
- Bugfix for sorting of hits potentially running in a race with previously scheduled jobs
Tests: unit tests
Optim: merge count and sort jobs into one
Tests: unit tests
Bugfix: GamePhysics.SortDeferred - respect dependsOn handle param
Tests: ran unit tests - all pass
Merge: from spectate_stay_after_dc
- Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation
Tests: spectated a player that disconnected - was able to look around.
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked
Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)
Update: when spectated player disconnects, stay spectating above their player
Don't like how the logic is tied to the player/sleeper, need to improve on the clientside
Tests: spectated player, then that player disconnected - stayed in an area
Merge: from tracespheres_optim
- Optim: GamePhysics.TraceSpheres and TraceSpheresUnordered are now faster at 32 or more spherecasts (previously started scaling at slightly more than 128)
Tests: unit tests
Merge: from tracespheres_optim
- Optim: GamePhysics.TraceSpheres and TraceSpheresUnordered are now faster at 32 or more spherecasts (previously started scaling at slightly more than 128)
Tests: unit tests
Clean: remove hacky testing code
Tests: none, trivial change
Optim: GamePhysics.Trace - replace sort with a serial scan
- added unit tests and perf tests
In existing perf tests scene complexity is not enough, but expecting to be a minor improvement in real world.
Tests: unit tests
Optim: replicate TraceRays optims to TraceSpheres/-Unordered
TraceSpheres now scales better and earlier than it's serial counterpart:
* TraceSphereUnordered vs TraceSpheresUnordered: 128 - 0.57ms vs 0.3ms; 1024 - 5.1ms vs 1.38ms; 8196 - 43ms vs 9.9ms
* TraceSphere vs TraceSpheres: 128 - 0.64ms vs 0.44ms; 1024 - 5.6ms vs 2.2ms; 2048 - 11ms vs 4ms
Tests: unit tests
Bugfix: veeeeery rare out of bounds access when Unity returns invalid hit
Tests: none, don't have a unit test for that