userDaniel Pcancel
reporust_rebootcancel

2,222 Commits over 549 Days - 0.17cph!

Today
Update: add StressTestImmediateCaptureMT test It smashes the profiler from all 20 threads doing allocations and calling methods, while main tries to record just 1 method in a loop. This triggers heap corruption - think allocation pooling would solve this. Tests: ran extra unit test - it failed drastically
Today
Bugfix: kind-of-fix the thread race with Immediate Mode API (late profiler callback might be in progress as we're releasing resources, leading to invalid write) - built debug binaries from a3312fa9 - Added a mini stress test for main thread only, needs multithreading to fully validate I need to optimize internals a bit, to avoid allocation overhead Tests: ran unit tests on repeat 10 times - no issues
Today
Update: first working version of immediate capture API - binaries built from b3a39bd2 commit Has a bug with a race, will fix next Tests: passes unit tests
Yesterday
Update: blockout Immediate-Record API - Added unit tests to validate usage Tests: ran unit tests, has expected failures
Yesterday
Merge: from playerinventory_oncycle_optim - Bugfix for leaking onCycle items when calling Item::Remove Tests: unit tests + cooked meat, consumed, cooked again
Yesterday
Bugfix: fix leaking onCycle items when calling Item::Remove - Consolidated onCycle callback cleanup to DoRemove - ItemManager::DoRemoves(bool) can now force remove all items - Added a unit test to validate the logc Tests: ran unit test, cooked meat on a campfire, ate it, cooked again - no exception
2 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for an edge case of moving players during load of a save Tests: ran unit tests
2 Days Ago
Bugfix: OcclusionGroup - account for server loading a save potentially recalculating network group - added a unit test to stress this scenario Seems like a weird edge case, but it means we gotta work around it Tests: ran unit tests
3 Days Ago
Merge: from playerinventory_oncycle_optim - Buildfix for client Tests: none, trivial change
3 Days Ago
Buildfix: add SERVER guards Tests: none, trivial change
3 Days Ago
Merge: from playerinventory_oncycle_optim - Bugfix for exception of duplicate key when loading container with cookables Tests: unit tests
3 Days Ago
Bugfix: ItemCointainer loading items no longer throws due to stale itemsWithOnCycle Fixed by resetting itemsWithOnCycle before population Tests: unit tests
3 Days Ago
Update: add TestLoad that exposes a bug for caching onCycle Still not the one I'm looking for, but would bite eventually Tests: ran unit test - fails as expected
3 Days Ago
Update: add TestOnCycleStackables test to validate onCycle caching Weirdly it passes with no duplicate-key exceptions. Maybe the exception is just a symptom, gonna check elsewhere Tests: ran unit test
3 Days Ago
Merge: from main
3 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for player connecting to a sleeper from a save emitting an error Tests: unit tests + 2p on Craggy
3 Days Ago
Merge: from main
3 Days Ago
Update: OcclusionValidateGroups now also checks all active players and all sleepers Tests: none, trivial change
3 Days Ago
Bugfix: OcclusionGroup - handle connecting to a sleeper loaded from a save Done via initializing sleeper if it supports server occlusion in PostServerLoad Tests: unit tests + 2p on Craggy with a sleeper in a save
3 Days Ago
Update: another flow change to ReconnectToASleeperFromSave - added missing PostServerLoad call - adjusted expectations Tests: ran unit test - still fails as expected
3 Days Ago
Update: adjusted the expectations for ReconnectToASleeperFromSave test Realized that original scenario was slightly misimplemented, the flow doesn't exist in our code Tests: ran unit test, it fails as expected
3 Days Ago
Update: OcclusionGroupTest - add TestNew_ReconnectToASleeperFromSave test Catches a bug in how server occlusion handles this specific initialization path Tests: ran unit test, it fails
4 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for NREs and errors when using -enable-new-server-occlusion-groups - Unit tests to cover parts of old logic and entirety of new logic behavior. 20 tests totaling 255 permutations. Tests: unit tests + 2p on craggy with noclip, teleportation, disconnect, killing sleepers and using OcclusionValidateGroups
4 Days Ago
Clean: Calrify in a comment what provisions does new logic can guarantee Tests: none, trivial change
4 Days Ago
Merge: from main Tests: none
4 Days Ago
Merge: from useplayertasks_removegroupocludee_nre Tests: unit tests + bunch of manual tests
4 Days Ago
Bugfix: OcclusionValidateGroups - fix a false positive by inverting a subscription check Was testing subscriptions from perspective of occlusion group participants, not the owner of the group (and the group tracks what the owner is subbed to) Tests: teleported away then spammed OcclusionValidateGroups - no more "stale participants" messages for a short second
4 Days Ago
Bugfix: OcclusionGroup - handle case when player reconnects and reclaims his sleeper - Added unit tests - Reconnect(4), KillSleeper(4), KillSleeperAndReconnect(8) and DieAndRespawn(4) Tests: unit tests + 2p on Craggy with p2 reconnecting near p1. used OcclusionValidateGroups (need a minor fix)
4 Days Ago
Update: adapt OcclusionValidateGroups to new logic Tests: used it in various scenarios in 2p on Craggy. Spotted a bug for reconnecting players, need to add a unit test and fix
4 Days Ago
Update: OcclusionGroupTests - added LaggyTeleport test Think I'm done, going to do a bit of manual testing and merge it back Tests: unit tests
4 Days Ago
Update: restore lastPlayerVisibility support in new logic - updated tests to validate corret removal of timestamp Just have one last test to implement, and it's done Tests: ran unit tests
4 Days Ago
Update: prep unit tests for lastPlayerVisibility validation Tests: ran unit tests
4 Days Ago
Update: OcclusionGroupTests now check if 2nd player in a test only references itself in the group Tests: ran unit tests
4 Days Ago
Clean: extract a bit of code to handle initialization Tests: ran all unit tests
4 Days Ago
Update: rewrite OcclusiongGroups logic to be simpler - updated unit tests with new expectations Each player now has their own occlusion group that they modify as they navigate network grid. OcclusionGroups are driven by network subscription logic. Got couple TODOs and couple unit tests to add, then done Tests: ran unit tests, all passed
5 Days Ago
Clean: reclaim occludees name Tests: compiles
5 Days Ago
Bugfix: OcclusionGroups - make subscribers leave occlusion group once player leaves it - add similar logic to subscribing to a cell This fixes the new unit test, but trips up the old (though I feel the asserts there might be wrong, need to double check). Will validate, but likely will rewrite new logic to be simpler. Tests: unit tests
7 Days Ago
Tests: OcclusionGroupTests - TestNew_MoveOther (8) Simulates other players going through observer's network range. Have a separate CL that makes this test pass, but not sure I like the final result - will try to rewrite it all through a different approach to be simpler. Tests: ran unit tests, they fail without extra changes
7 Days Ago
Clean: dead code removal Tests: none, trivial change
7 Days Ago
Bugfix: OcclusionGroup - handle sleeper edge cases - when player disconnects, clean itself up from non-local occlusion groups - when sleeper moves, unsubscribe from occlusion groups go out of range or don't have a local player Tests: unit tests, all pass (yay)
7 Days Ago
Update: OcclusionGroupTests - clear global Occludees hashset on every test start old logic leaks were polluting tests, making it more annoying to validate unit tests Tests: ran unit tests
7 Days Ago
Bugfix: OcclusionGroups - new logic will cleanup non-local groups from itself if there's no connected player there This fixes how 2 sleepers interact with each other, and lets us reduce the size of groups overall Tests: ran unit tests, 4/226 fail
8 Days Ago
Tests: OcclusionGroupTests - add validation that all groups have been cleaned up at the end of the test - some old logic based tests are failing this, so plugged it with a warning Tests: ran all unit tests, 8/226 fails
8 Days Ago
Tests: OcclusionGroupTest - disable assertions for known issues with old logic tests - Emitting "Skipping Assert for a known bug!" warnings for those instead Old occlusion grouping logic does not support moving sleepers at all. Also, seems to be failing to clean-up global occlusion groups tracking properly. Tests: ran all unit tests, 8/226 fail (only new logic that I've yet to fix)
8 Days Ago
Tests: OcclusionGroupTests - update expectations of all tests around newLogic and Asleep players This is currently catching a bug, so will need to fix later, after I sort the oldLogic failures next Tests: ran all unit tests, 22/226 failing
8 Days Ago
Bugfix: OcclusionGroupTests - hookup serverMgr to Network.Server - clarified expectatios for TestVisibilityNear, will need to do more of it for sleepers They were unlinked, sso player's weren't fully transitioning to the sleeper state (no subscriber, no connection), letting more tests pass than expected Tests: ran unit tests, 23/226 fails, old logic started to fail as well
8 Days Ago
Tests: OcclusionGroupTests - Asleep players are now disconnected-asleep (no subscriber, no connection) Tests: ran unit tests, this fails 11/226 cases, all on new logic side
8 Days Ago
Tests: OcclusionGroupTests - new TestVisibilityAfterMovingToOutside (32) All simple cases covered, except for using actual sleepers. Next change will likely break a bunch of tests Tests: ran unit tests
8 Days Ago
Tests: OcclusionGroupTests - add TestVisibilityAfterMovingToFarRange (32) - added a couple TODOs Tests: ran new unit tests, all's gud
8 Days Ago
Tests: OcclusionGroupTests - add move to near range visibility test (32) Tests: ran new tests, all pass