2,864 Commits over 700 Days - 0.17cph!
Update: use dirty indices for copy
Test: none, trivial change
Update: propagate PlayerServerStates down to Antihack methods
- updates unit tests for changed API
Tests: unit & perf tests, ran around craggy
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Bugfix(tests): don't try to manage unit test specific PlayerStates, rely on internal static one (sadface)
- also fix ServerOcclusionGroup tests not fully cleaning up players
There's an architecture barrier that's hard to push through to support multiple PlayerStates, so keep it simple for now
Tests: ran a bunch of unit tests, no longer sporadically failing
Clean: refactor various player server states into one big struct
Allows us to shrink func signatures and automate state propagation when we add new arrays. Only cleaned up bare minimum of funcs to get things working, need to do more
Tests: ran all relevant-ish unit tests (discovered TestOverlapOBBsConsistency is failing, will fix separately), played on craggy
Optim: ServerCachePlayerInfo - don't cache isRunning
Time to clean up all the extra args everywhere, having 10 param funcs is no bueno
Tests: consistency tests
Optim: ServerCachePlayerInfo - don't cache onground and isflying
Tests: ran unit consistency tests
Bugfix: accidentally used ducked instead of ducking modelstate, whoops
Tests: ran consisntecy unit tests
Optim: ServerCachePlayerInfo - stop caching isDucking
Tests: AH consistency unit tests
Optim: ServerCachePlayerInfo - don't cache isOnLadder
Tests: ran AH consistency unit tests
Bugfix: missed a couple places where ModelState.Blocking is updated
Tests: none, trivial change
Clean: fix up formatting crimes in BasePlayer-SaveLoad.cs
Tests: none, trivial change
Update: duplicate ModelState.flags and ducking properties into their own arrays, keep them in sync with incoming model states
Will allow me to removed caching of 5 properties in ServerCachePlayerInfo
Tests: booted craggy
Optim: ServerCachePlayerInfo - don't cache IsCrawling, it can be deduced from PlayerFlags
Tests: ran speed consistency unit test, ran around craggy, crawled while wounded - all's gud
Clean: remove JobHandle IsValid extension
This was a workaround for a Unity issue that was fixed in 6.3.14f1
Tests: none, trivial change
Optim: ServerCachePlayerInfo - only recache positional state if position changed from last call
Tests: ran around on craggy, sawm, crouched. retried connecting couple times
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Optim: ServerCachePlayerInfo - avoid transform access when recaching player center
Tests: none, trivial change
Bugfix: separate position-dependent and other player state caching
It was possible that for a couple frames cached player state would be incorrect
Tests: none
Merge: from server_player_refreshcolliders_optim (previously jobs3_...)
- Optim: avoid water queries when refreshing connected player colliders
Tests: On Craggy, ran around, sawm and crouched - could see gizmo size change
Optim: use cached swimming results instead of new water queries when refreshing player's collider
Tiny savings(~1 micro per player), but every bit helps
Tests: ran around craggy, went swimming, crouched - saw collider gizmo size change
Clean: refactor ConnectedPlayersUpdate into batched blocks
Makes it easier to see at a glance where our time is spent in profiling snapshots
Tests: ran around on craggy
Merge: from pool_mt
- Bugfix: avoid extensive spills/misses with new Pool
- Clean: UseMutexPool is now correctly showing 2 entries in console autocomplete
Tests: unit tests, booted into Playground and Procgen 2k worlds and checked print_memory
Clean: redefine UseMutexPool variable as separate ClientVar and ServerVar instead of merged ConsoleVar
- Codegen
Former doesn't show 2 options in console
Tests: booted into craggy and checked suggestions
Bugfix: add a fuzzy check to prevent Pool read-write head desync causing lots of misses+spills
Surprisingly, it's about 15-25% faster than before fix in MT scenarios, but expectedly slower by 10% in ST (still faster than og Pool)
https://files.facepunch.com/danielprihodko/1b1011b1/WyJ3SUYrMB.png
Tests: ran SpillageRunaway unit test 10 times, booted into Playground 4 times - no debug messages about misses/spills. botted 2k procgen world and checked print_memory
Update(tests): change spill tests assertions to permit writed head to run ahead of read head
Tests: ran unit tests
Update(tests): add a synthetic test to cause pool spill runaway
- moved other spillage tests to Unit namespace and merge into 1 test
Made it to fail consistently at 4 consume threads
Tests: ran tests
Debug: add a bit of logging to track down why fuzzy Pool can spill aggressively
- added a couple temporary perf tests to stress test it
Tests: botted into Playground, ran my temp tests
Merge: from relax_stringview
Merge to cleanup plastic branch view, no actual files changed
Merge: from playervoice_allocs
- Optim: PlayerVoice processing no longer requires allocations
- Clean: removed most deprecated or generic ClientRPC/ServerRPC calls, now relying fully on our RPC source generator
- Update: Rust.SourceGenerator supports ReadOnlySpan and similar types
Tests: unit tests, 2p session on Craggy with voice going both ways
Bugfix: StringView - fix invalid substring offset calculation in EndsWith overloads
Tests: unit tests pass, empty bind command works
Update(tests): add unit tests that can catch invalid substring calls in StartsWith/EndsWith
Tests: ran them, EndsWith fail (as reported)
Clean: remove a missed todo note
Not worth the effort to chase it, current code is okay
Tests: none, trivial change
Merge: from client_clientrpcs
Clean: removed generic ClientRPC methods
- rewrite ClientRPCPlayerList into ClientRPCList
All except for 2 calls now rely on Rust.CodeGen
Tests: compiles
Clean: rewrite all obsolete ClientRPC calls into RpcTarget form
- removed all obsolete ClientRPC calls
Tests: editor compiles
Optim: avoid buffer alloc on recieving player voice packet
Tests: 2p on craggy, tested voice in both directions
Clean: Get rid of all manual BaseEntity.ServerRPC calls, rely on codegen instead
- rewriten some calls to not rely on generic ServerRPC
- Rust.SourceGenerator.Rpc from 9db9e963 (not merged to main yet) - has support for all NetWrite.Write types
Tests: compiles
Merge: from main
Need to rebuild Rust.SourceGenerator
Merge: from stringview_indexof_fix
Bugfix: StringView.IndexOf - prevent skipping a character if we had to abour a sequence match
This affects Contains, Replace and IndexOfAny as well, as they depended on IndexOf
Tests: ran unit tests, they pass
Update(tests): add a unit test case for StringView.IndexOf failing edge case
Tests: test fails as expected
Bugfix: StringView.IndexOf - handle seraching for empty same way as string
- amended unit tests to enforce mathicng results check
Tests: ran unit tests