branchrust_reboot/main/parallel_validatemove/stable_playercachecancel
44 Commits over 31 Days - 0.06cph!
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Clean: consolidate some work buffers
Tests: ran staging demo
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Update: merge NativeList.Expand and NativeList.ExpandAndClear
- Rewrote the Expand branching logic to be simpler
Realized that Expand(false) always leads to a Clear - so there's no point in having ExpandAndClear
Update: Add NativeList.ExpandAndClear
- also fixed invalid check in NativeList.Expand that was comparing against list length instead of capacity, potentially causing more reallocs than necessary
Tests: none, trivial change
Clean: variable rename
Tests: none, trivial change
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Bugfix: NativeList.Expand now properly clean us old list
Tests: none, trivial change
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Update: TickInterpolatorCache exposes state via ReadOnly property
- Reroute all accessors and logic via static methods that take in ReadOnlyState
This enables to pass entire TickInterpolatorCache into a burst job
Tests: ran unit tests
Update: mark a bunch of BasePlayer functions as static
Makes it easier to build Burst jobs
Tests: editor compiles
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Update: Split various tick validation functions into smaller loops
- Added a couple small extension utils to NativeList
This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split
Tests: Staging demo playback - got comparable results
Update: Adding last missing API - TickInterpolatorCache.TransformEntries
- added tests to cover it
Tests: ran unit tests
Update: Adding TickInterpolatorCache.PlayerTickIterator to help with code migration
- Expanded unit tests to cover the new util and a couple more code paths
Tests: none. Tests are currently failing as I uncovered a different issue - will fix in next CL
Optim: TickInterpolator.TestConsistency - Replace Assert.IsTrue with AssertTrue wrapper that doesn't allocate
- Sprinkled some scopes for future
Speeds up the unit test 20x times and avoids 3.6GB of garbage
Tests: ran the unit tests
Bugfix: avoid writes past the end of the buffer
Tests: ran unit tests
Update: Integrate TickInterpolatorCache into the server flow
Tests: played back staging demo, once with it enabled from start, another with disabling-enabling it multiple times during playback. Both cases had comparable telemetry numbers
Tests: Add more edge case testing
- Testing 1 tick only
- Testing up to capacity ticks
Tests: ran unit tests
Bugfix: TickInterpolatorCache now properly handles "Reset" position
- Fixed unit tests
Tests: ran unit tests - all tests now pass
Tests: validate PlayerTickIterator in it's initial state
Tests: ran unit tests
Clean: add a comment
Tests: none, trivial change
Update: translate ValidateMove to batched ValidateMoves
Internally it's the same logic for now, as I've yet to properly intergrate TickInterpolatorCache and need to convert a lot of internal methods
Tests: played back staging demo - got same numbers and no new errors
Update: made some caches stable across frames
Tests: played back staging demo - no new errors and stats match expected
Clean: simplify call
Tests: none, trivial change
Merge: from parallel_validatemove
Tests: none
Update: consolidate debug logic
- Also ValidatePlayerCache fixed to actually check for native-null players
I'm hoping I won't need this after tomorrow, but keeping it fixed to use for testing on staging for a bit
Tests: ran through the staging demo - notifced it's picking up an issue from the prev merge, will fix shortly
Merge: from parallel_validatemove
Tests: none, no conflicts
Merge: from parallel_validatemove
Tests: none (resolved into dest version)
Update: adapted code to PlayerCache change
- FinalizeTickParallel now uses `player.StableIndex` as indirection, instead of iterator index
- Updated validation checks
- Transform caching job now checks for invalid transform accessses
Tests: ran all relevant unit tests, played back staging demo - got comparable numbers
Merge: from parallel_validatemove
Tests: none, no conflicts
Clean: Lenght -> Length
Tests: compiles in editor
Update: fix TickInterpolatorCache tests and update it's API
- No longer tracks player count
- Made API focus on Expand -> Replace(index) flow - makes it easy to work with PlayerCache
Tests: ran unit tests
Update: PlayerCache now guarantees spatial stability
- Updated it's direct tests (will update rest next)
Updated interface, although compatible with existing code, will lead to breakages, so I'm slowly updating the relevant code
Tests: ran unit tests