userDaniel Pcancel
branchrust_reboot/main/parallel_validatemovecancel

90 Commits over 92 Days - 0.04cph!

1 Year Ago
Debug: Bring back player cache validation on release Saw on release env today that it did trip up twice and prevented issues, so there's still value in it. Tests: none, trivial change
1 Year Ago
Update: move some of the validate logic back to DEV_BUILD only These routines do sanity checks, and for the last couple days of testing they haven't picked up anything. Tests: on Craggy in editor with UsePlayerUpdateJobs 1
1 Year Ago
Clean: remove recently-added debugging logic Tests: none, trivial change
1 Year Ago
Bugfix: safeguard against NRE induced kicked players in UsePlayerUpdateJobs - Added a couple warning comments If kick happens in the middle of player update loop, it would invalidate one of cached indexes and access a null. Tests: forced a disconnect mid processing, no NRE caught
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
Debug: add a latch to track player disconnects & removal during ServerUpdateParallel Tests: unit tests + craggy in editor
1 Year Ago
Debug: adding progress tracking to FinalizeTickParallel to help track down origin of NRE - also couple formatting fixes Tests: used mode on Craggy in editor
1 Year Ago
Merge: from main
1 Year Ago
Update: Another validity check for UsePlayerUpdateJobs - validates player counts between PlayerCache and activePlayerList Tests: played back server demo
1 Year Ago
Update: promote some UsePlayerUpdateJobs validation logic from DEBUG only to release - Hidden behind EmergencyDisablePlayerJobs switch(on by default) and UsePlayerUpdateJobs(off by default) - ValidatePlayerCache checks whole range instead of just up to player count (in case we got more than expected) Tests: played back server demo
1 Year Ago
Clean: fix formatting
1 Year Ago
Update: turn server.EmergencyDisablePlayerJobs const into a servervar Allows to run some extra validation Tests: editor compiles
1 Year Ago
Test: test case for missing player removal from PlayerCache Tests: ran the new unit test
1 Year Ago
Merge: from main
1 Year Ago
Optim: reduce physics casts scheduling overhead when using batches - Added a helper function that subdivides workloar across equal batches and potential for work stealing On a 10player test case(40 ticks total), reduces parallel processing time from 0.2ms to 0.12ms. Still slower than serial execution 0.06ms. Tests: unit tets
1 Year Ago
Merge: from main
1 Year Ago
Optim: PlayerCache.ValidPlayers no longer allocates garbage Tests: took snapshot on Craggy in editor to confirm
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
Tests: add GamePhysics.CheckShhere, CheckCapsule and related consistency tests Contains divergence cases that are constantly warned about - this is to document current behavior Tests: ran unit tests
1 Year Ago
Update: Adding GamePhysics.CheckSpheres Tests: unit tests (next submit)
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
Update: Made GamePhysics.CheckCapsules and related consistent with CheckCapsule around sphere queries - Added a defaulted param(true) that controls whether we should scan for sphere-like capsule queries or not - Added a couple comments to clarify things This adds ~1ms on 10k player perf test scenario, but should silence Unity's warnings Tests: unit tests + staging demo playback
1 Year Ago
Update: GamePhysics.OverlapCapsules and OverlapSpheres now check for invalid commands and report errros Tests: unit tests
1 Year Ago
Clean: added a comment expanding the reason for previous test Tests: none, trivial change
1 Year Ago
Bugfix: ServerDemoPlayer - skip trying to spawn invalid prefabs from the server demo stream Tests: played back server demo
1 Year Ago
Update: make ServerDemoPlayer complient with recent Protobuf changes Tests: played back a staging server demo
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
Clean: remove minor TODOs - append Job to the last burst job without it - Replace .Add with AddNoResize Tests: uni tests
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
Clean: fixing various whitespace issues and unused "using" statements Tests: compiles in editor
1 Year Ago
Merge: from main Tests: ran unit tests
1 Year Ago
Update: add profiling scopes to search-component parts of GamePhysics.CheckSphere<T> and CheckCapsule<T> This is a slow path if there are many terrain/water volumes being hit Tests: none
1 Year Ago
Tests: GamePhysics tests now contain cases with both water and terrain ignore volumes This is kind of a bug fix, since it wasn't testing both paths, but ah well Tests: ran unit tests
1 Year Ago
Clean: remove unused NativeList Tests: none, trivial change
1 Year Ago
Clean: removing dead code Tests: compiles
1 Year Ago
Update: add GamePhysics.TraceSphere and TraceSphereUnordered - added GamePhysics.Sort(NativeArray...) - replaced some inline code with TraceSphere call Works the same as Trace(>0 radius) and TraceUnordered(>0 radius) Tests: unit tests + staging demo playback
1 Year Ago
Update: add GamePhysics.TraceRays and TraceRaysUnordered - works the same as Trace(0 radius) and TraceUnordered(0 radius) - Replaced some inlined code with a call to TraceRays Tests: ran unit tests
1 Year Ago
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres - It used to be there, but lost it during refactor Tests: unit tests
1 Year Ago
Clean: minor changes to GamePhysics - Renamed batch methods to be plural - Split GamePhysics.CheckSphere<T> to separate OverlapSpheres - added profiling scopes Tests: unit tests
1 Year Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests
1 Year Ago
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize Tests: ran unit tests
1 Year Ago
Update: split GamePhysics.CheckCapsule<T> - forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule Tests: unit tests
1 Year Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
1 Year Ago
Bugfix: fixing native allocation leaks in tests Tests: ran the tests with leak detections enabled
1 Year Ago
Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs. Tests: ran relevant unit tests
1 Year Ago
Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally - Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing) - undid sphere command building as that wasn't meshing well with MasksToValidate flow - Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs) I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions Tests: all relevant unit tests
1 Year Ago
Clean: simplify NativeList.CopyFrom<T>(ReadOnly) Tests: none, trivial change
1 Year Ago
Update: Rewrite GamePhysics.HandleIgnoreCollision(batch) to allow for explicit control of what exclusion volumes to check Tests: ran updated test
1 Year Ago
Update: adding GamePhysics.HandleIgnoreWater - comes with it's own consistency test Going to use those to try to refactor some of the existing code and hopefully shrink it Tests: ran new test
1 Year Ago
Tests: adding tests that generate various "HandleIgnoreCollision" scenarios - added TestHandleIgnoreTerrainConsistency Covers both TerrainCollisionTrigger and WaterVisibilityTrigger. Tests: ran the new unit test, checked that all paths all covered.