userDaniel Pcancel
branchrust_reboot/main/remove_jobs2cancel

28 Commits over 0 Days - Infinitycph!

14 Days Ago
Bugfix: expand TickDeltaTime & TickNeedsFinalizing server state arrays as players join Prevents NRE when server gets >32 players - missed this during rewrite Tests: compiles
14 Days Ago
Merge: from main
18 Days Ago
Update: Codegen Tests: compiles
18 Days Ago
Clean: pass around ReadOnly instead of mutable collection where possible Tests: compiles
18 Days Ago
Merge: from main
18 Days Ago
Bugfix(tests): make sure PerfIsNoClipping properly cleans up spawned gameobjects - also cleaned up some leftover deltaTime arrays in tests This was messing up tests further in the queue Tests: ran AH perf and unit tests
19 Days Ago
Bugfix: fix out of bounds write Tests: ran unit test combination that previously failed - now passes
19 Days Ago
Clean: remove AntiHack.DeltaTimes persistent buffer Was used to cache tick times, but now we cache it in PlayerStates Tests: ran AH perf and unit tests - stumbled on an unrelated(I think? suspicious) bug
19 Days Ago
Update: move tickDeltaTime and tickNeedsFinalizing into it's own state arrays Cleans a stale TODO Tests: booted craggy and ran around
19 Days Ago
Bugfix(tests): remove test assertion that can sporadically fail Since we run some checks in parallel, some state results are unreliable Tests: ran unit tests as a batch and each in isolation
19 Days Ago
Bugfix(tests): ensure env volumes get cleaned between TestIsFlyingConsistency runs Found a test that fails when run in isolation Tests: ran unit tests
19 Days Ago
Bugfix(tests): use test state caches for PlayerState Fixes failures from previous change. Spotted a bug that should cause a failure, yet it passes somehow - will investigate next Tests: ran AH perf and unit tests
19 Days Ago
Update: move generic AH state from BasePlayer to AH.PlayerState struct Tests: ran AH tests, perf tests failing (will fix next)
19 Days Ago
Bugfix: add missing reset call for noclip states - also minor refactor Tests: ran unit tests
19 Days Ago
Clean: minor refactor - remove dead prop - wrap unparentTime in prep for moving to it's own state array Tests: compiles
19 Days Ago
Bugfix(tests): use passed in array instead of global static when checking overlap with player Same bug as before but on a batched path - guess I was sleep deprived yesterday. Tests: ran all AH perf and unit tests - they pass
19 Days Ago
Bugfix(tests): use correct array when checking overlap with other player Fixes PerfIsFlying tests, gotta fix the batched now Tests: ran perf + unit tests
19 Days Ago
Clean: move noclip state from BasePlayer to AntiHack.PlayerNoclipState Tests: ran all AH tests, unit tests pass but perf tests fail (for flying checks, will fix next)
19 Days Ago
Clean: move IsNoClipping code to unit tests Tests: compiles
20 Days Ago
Update: ensure PlayerPos/LocalPos/Rot/... caches are initialized to accurate values when player connects Tests: none, trivial change
20 Days Ago
Clean: minor refactors - codegen Tests: none, trivial changes
20 Days Ago
Clean: remove last Jobs 2 code and branches Tests: compiles
20 Days Ago
Clean: remove all speed and flyhack state fields on BasePlayer, rely on AH counterparts Tests: ran unit tests
20 Days Ago
Clean: use AH states in unit test logic Eliminates a chunk of BasePlayer AH field usage, can remove them next Tests: ran unit tests
20 Days Ago
Clean: rewrite internal unit test methods to use PlayerServerState struct Done in prep to switch to custom AH states from Jobs 3 Tests: ran unit tests
20 Days Ago
Clean: got rid of Jobs 2 branches in AntiHack code - also moved serial IsSpeeding and IsFlying from AntiHack to Test.AntiHackTestsSetup Keeping them so that we can still use those to validate batched logic Tests: ran unit tests
20 Days Ago
Clean: remove BasePlayer.UpdateSubscriptions, it was only used in unit tests - fix TestPlayer.UpdateSubscriptionsConsistency unit test Tests: ran unit test
20 Days Ago
Clean: initial pass of removal Jobs 2 code - removed hand-rolled async state machines - removed all code dependent on !UseUniTasks Tests: compiles