2,807 Commits over 700 Days - 0.17cph!
Merge: from fullserverdemo_removal
- Clean: Remove FullServerDemo implementation (RustRelay will take us to the promised land)
Tests: compiles, recorded client and server demos and was able to play them back
Clean: get rid of Network.ServerInfo
Was added for FullServerDemo support, no longer needed
Tests: compiles
Clean(editor): rip out DemoSever framework
It could technically emulate server state from client demos, but required too much compromising, so not worth it.
Tests: compiles
Clean: delete Demos folder from Facepunch.Network
Tests: compiles
Clean: delete full-server-demo convars
Tests: compiles
Clean: remove IServerCallback save request support
Keeping the core functionality on SaveRestore
Tests: compiles
Clean: remove FullServerDemos.cs
Tests: compiles
Clean: remove BaseNetwork.SupportsServerDemos
Tests: compiles
Clean: remove demo.full_server_demo
- rip out a bunch of stuff related to it, including transient entity serialization
- remove MessageType.DemoDisconnect and DemoTransientEntities (no need for protocol change)
Tests: compiles
Clean(editor): remove ServerDemoPlayer
Tests: compiles
Clean: remove AntiHackDemoProcessor
- drive by deprecated API fixup
Starting process of removing full server demos
Tests: compiles
Resave TimeManager
Tests: nothing specific, but have been running with this changed for a couple days
Merge: from waterlevel_deepsea_sample_fix
- Bugfix for water level queries incorrectly mixing deep sea and overworld states
- Bugfix for deep sea ocean sim using overworld heightmap
- Simplified TerrainHeightMap API
Tests: ran unit tests, booted into craggy, explored deep sea and swam around
Bugfix: avoid NRE when ocean sim is not initialized and we don't need it
Tests: booted into craggy
Clean: simplifyy WaterSystemBurst.GetHeightArray_Burst
Tests: none, trivial changes
Bugfix: OceanSimulation.GetHeightAttenuation - handle positions in deep sea
Tests: WaterLevel unit tests pass
Bugfix: Rewrite WaterLevel.GetWaterLevel to properly take in deep sea state
Tests: ran unit tests, water level consistency tests fail due to bug on OceanSimulation side, serial path, will fix next
Update: TerrainHeightMap.GetQueryStructure now takes in a flag for deep sea data
- got rid of bespoke height and normal sampling from HeightMapQueryStructure
- bugfix: buoyancy - WaterSystemBurst.GetHeightArray_Burst now samples relevant heightfields instead of assuming deepsea heightfield is a single const
Last duplicate is gone, yay. Can finally look at fixing WaterLevel.GetWaterLevel and other spots
Tests: booted into craggy, generated deepsea and teleported to it - swam around, went to the islands, went to scientist tugboats
Clean: rip out TerrainHeightMap.GetHeightsFastIndirect
GetHeightsIndirect is similarly fast(~10%) and consistent at borders with GetHeight
Tests: ran water level tests (but they're falsely passing)
Clean: remove TerrainHeightMap.GetHeightFast, replace with GetHeight
- added GetHeight(Vec2) overloads to avoid accidental GetHeight(Vec3) call via implicit conversion
GetHeightFast is ~55% faster in managed land, but it's not used in very hot loops, so doubt we'll notice the difference. If we really care, we can replace it with available burst jobs.
Tests: ran unit tests
Update(tests): add TestGetHeightsIndirect_UV_Overworld and TestGetHeightsIndirect_UV_DeepSea tests
Tests: ran all unit tests
Update: TerrainHeightMap - redirect all height and normal calcs to go via HeightMapData impl
- Renamed HeightMapData.GetHeight -> GetHeight01
Tests: all unit tests pass, perf tests results seem same
Update: fill in some missing overloads in TerrainHeightMap
- get rid of commented methods
Tests: ran unit tests
Clean: replace GetHeightsFastIndirect with GetHeightsIndirect
- also fix a bug with invalid indexing
- TerrainMap<T> now exposes internal src buffer as a ReadOnly view
Starting cleanup effort, rough path ahead
Tests: ran unit tests
Clean: remove Perf.TestGetHeightFastIndirectOld and related bits
Tests: none, trivial change
Update: switch GetHeightsFastJobIndirect to use HeightMapData.GetHeight instead of inlined logic
- removed extra 4 madds by using Fast's index calculation
It's slightly slower on 512x512 test (0.9ms -> 1ms) due to Clamp01 calls, but we can afford consistency with GetHeight - will allos us to promote "fast" as "normal" and deduplicate
Tests: ran perf tests, compared asm
Update: rewrite TerrainHeightMapJobs.GetHeightsFastJobIndirect to use HeightMapData
- temporarily added Perf.TestGetHeightFastIndirectOld for easier assembly comparison
Generates the same assembly, so same perf
Tests: ran perf tests
Update(tests): add perf tests for TerrainHeightMap GetHeight family
Surprisingly, the *Fast versions are faster even in burst jobs. I want to rip them out(too many dupes), so going to try to replicate the benefits to common family
Tests: ran all unit tests
Clean: redirect a couple calls via GetHeight01/GetNormal(..., NativeArray.ReadOnly)
Tests: none, trivial change
Bugfix: TerrainHeightMap.GetNormalsIndirect - reimplement using HeightMapData core
- also slightly refactored HeightMapCore height logic
Fixes it not knowing about deep sea
Tests: all TerrainHeightMap unit tests pass
Update(tests): add TestGetNormalsIndirect_Deferred
Conceptually it's same logic underneath, but routed through different code, so worth a unit test
Tests: ran new unit test - fails on deep sea indices as expected
Bugfix: TerrainHeightMap.GetNormal(float, float) now checks for deep sea
- added utility funcs that sample user provided NativeArray<short>.ReadOnly
- regenerated validation normals for unit tests from TestGetNormal
Tests: TestGetNormal passes, TestGetNormalsIndirect fails as expected
Bugfix: TerrainHeightMap.GetHeightsIndirect - rewrite using HeightMapData core
This fixes missing deep sea lookups
Tests: ran TestGetHeightsIndirect - passes
Update: refactor core of GetHeight logic into it's own struct
- updated GetHeights to use it
Tests: TestGetHeights passes
Bugfix: TerrainHeightMap.GetHeights - clamp to border when interpolating heightmap samples
Tests: TestGetHeights passes
Update(tests): add TerrainHeightMap unit tests that cover GetHeight + GetNormal and their variants
Tests: ran unit tests, some failures are unexpected
Update(tests): add support to generate test positions in deep sea bounds
- updated TestWaterLevelsConsistency to use those extra positions, but surprisingly the test passes
- documented everything(I think?) that's wrong with WaterLevel.GetWaterLevels
Tests: ran updated unit test
Merge: from servercacheplayerinfo_optim
- Optim: reduce the amount of state we recache every frame
- Bugfix: fix some state being out of date by half-a-frame
Tests: unit tests + playing on craggy
Update(tests): amend BatchWaterLevels and SerialWaterLevels to support variety of query counts
Existing 10k test is a bit unrealistic (even if shows nice improvement)
Tests: ran perf tests
Update: GetWaterFactors - fetch parent entity only once
- updated perf test to have 5% to spawn parented player
Tests: ran unit tests
Optim: GetWaterFactors - add overload that can use cached mountables states for active players
- amended perf tests to spawn players with 5% chance to be mounted
400 batched queries: 0.6ms -> 0.55ms (serial are 2.32ms)
Tests: ran unit tests
Optim: ServerCachePlayerInfo - move isMounted and mountables caching to point of modification instead of every frame
Tests: built a boat on craggy and steered the wheel
Update: ServerCachePlayerInfo - cache isMounted, mountable for player
Tests: built a bouat on Craggy and used the steering wheel
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
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