userDaniel Pcancel

2,365 Commits over 608 Days - 0.16cph!

1 Hour Ago
Optim: UpdateSubscriptions - parallelize network group comparison Gives us ~15% improvement over serial. Hoping to parallelize gather - that's the biggest perf sink Tests: ran unit tests
1 Hour Ago
Bugfix(tests): fix perf tests doing nothing in warmup Tests: ran perf tests
Today
Update(tests): add perf tests for serial and parallel UpdateSubscriptions Tests: ran it
Today
Update(tests): added consistency test for BasePlayer.UpdateSubscriptions - fixed a bug with stepping players who's timestamp is not due yet - Refactored serial code slightly to keep the structure consistent Tests: ran unit test
Today
Bugfix(tests): when setting up a dummy server, ensure heighmap is also initialized Needed to accomodate recent changes with tunnel net groups Tests: perf test for snapshot deps now runs
Yesterday
Update: rewrite BasePlayer.UpdateSubscriptions into batch form Doesn't actually do anything different, just prep for adding managed tasks to it. Need to add unit tests and perf tests first Tests: booted into Craggy with jobs 3 - was able to see entities in the world
Yesterday
Bugfix: PartialCompare - don't miss last object in b listhashset Could lead to a duplicate pushed to removed list Tests: ran unit tests
Yesterday
New: ListHashSet.PartialCompare - early outs upon reaching addedLimit and removedLimit - added unit and perf test It still has linear complexity, but does seem to scale better Tests: unit tests
Yesterday
Clean: refactored NoClip perf tests to use Utils.MeasureAndPrint Tests: ran noclip perf tests
Yesterday
Clean: fix stream of warnings from running AntiHackTests Tests: ran noclip tests
Yesterday
Update(tests): added perf tests for IsSpeeding and AreSpeeding AreSpeeding is slower at 50 players, but faster at 200 players (probably transient allocs). Tests: ran unit tests
2 Days Ago
Clean: simplify TestNoClipConsistency unit test Tests: ran updated unit test
2 Days Ago
Merge: from spectate_stay_after_dc - Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2 Tests: spectated disconnecting server
2 Days Ago
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
2 Days Ago
Merge: from main
2 Days Ago
Bugfix: uncomment tickState caching Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests. Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
3 Days Ago
Update(tests): cover all speedhack_protection levels in tests Tests: ran unit tests
3 Days Ago
Update: expand isspeeding test coverage by generating index permutations Revealed a bunch of false-positive access violations, fixed by sprinkling NativeDisableParallelForRestriction (hate it) Tests: ran unit tests
3 Days Ago
Update: add a couple more test positions for unit tests Tests: tests pass
3 Days Ago
Update: move normal calculation logic to HeightMapQueryStructure - Give couple methods a rename Tests: ran unit tests
3 Days Ago
Bugfix: basic arespeeding unit tests now pass - use the right interpolators for IsSpeeding - add overloads to TerrainHeightMap.GetNormalsIndirect and antihack specific jobs to accept deferred arrays - make IsSpeeding work on CachedState Tests: ran unit tests
3 Days Ago
Update: add basic consistency unit tests for AntiHack.IsSpeeding and AreSpeeding Currently fail, as I forgot to adjust the IsSpeeding logic after state cache changes. Tests: ran unit tests
6 Days Ago
Update: shifting job dependency downstream Tests: none, trivial change
6 Days Ago
Update: added AntiHack.AreSpeeding - (almost) fully jobbified version of IsSpeeding Only active with UsePlayerUpdateJobs 3. Needs unit tests, will do that later. Tests: booted on craggy with UsePlayerUpdateJobs 3 and ran around.
6 Days Ago
Buildfix: type missmatch Tests: editor compiles
6 Days Ago
Update: add BasePlayerJobs.CalcPlayerSpeedJob Tests: none
6 Days Ago
Update: add ScatterValueToJob utility job Tests: none
6 Days Ago
Update: add TerrainHeightMap.GetNormalsIndirect Tests: none
6 Days Ago
Buildfix: fix up missed renames Tests: unity compiles
6 Days Ago
Update: AntiHack now track it's own persistent cache of player states - base player internals redirect to the cache when jobs 3 is set Gets synced when player enters and leaves player cache (even if they're disconnecting). This allows us to change jobs level without mesing up player state. Tests: none, WIP
6 Days Ago
Update: Gather more player state for Jobs3 work - rewrite how we add to/remove from PlayerCache to add custom handling for specific systems (needed for AntiHack) Tests: none
7 Days Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
7 Days Ago
Merge: from main
7 Days Ago
Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
7 Days Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
7 Days Ago
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
7 Days Ago
Optim: Jobs 2 - rewrite BuildSnapshotDependencyChains - fix a bug that caused more snapshots to be sent than necessary (causing massive inflation) - add a couple fast paths, rewrote it to be a single-pass algo - reduced number of pooled lists usage Need to write unit tests for this Tests: with useplayerupdatejobs 2 set from start, loaded craggy and 2.5k procgen world in editor, visited ferry terminal - didn't see anything missing, npcs had weapons and were shooting
7 Days Ago
Merge: from serverprofiler_disable_memstates - Update: added extra safety try-finally Tests: none, trivial change
7 Days Ago
Update: missed an extra try-finally in perfsnapshot_stream Tests: none, trivial change
7 Days Ago
Merge: from main
7 Days Ago
Merge: from serverprofiler_disable_memstates - Bugfix for running multiple capture commands without waiting for completion of initial - Bugfix for memstats parsing exception (disabled memstats recording) Tests: couple 128mb perfsnapshot_stream in editor
7 Days Ago
Bugfix: perfsnapshot/_stream - set exportDone to false when starting recording - wrapped inner task logic into a try-finally to ensure exportDone latch is released Well this is a derp up, the safety latch was in place for a year but never worked because I never engaged it. Whoops. Tests: done perfsnapshot_stream 128mb as another one is exporting - no crash, got message
8 Days Ago
Update: ServerProfiler.Core - disable system memory tracking - release binaries built from 25d14ef0 Its too unstable and overengineered, will rework later Tests: perfsnapshot_stream 128mb of data - no system memory tracks in json
8 Days Ago
Merge: from tracespheres_optim - Bugfix for exceptions when shooting Tests: shot the ak on Craggy in editor
8 Days Ago
Bugfix: VerifyRays/Spheres - early out if passed empty command set Fixes exceptions when shooting Tests: shot ak on Craggy in editor
8 Days Ago
Merge: from main
8 Days Ago
Merge: from fix_sortdeferred_race - Bugfix for sorting of hits potentially running in a race with previously scheduled jobs Tests: unit tests
8 Days Ago
Optim: merge count and sort jobs into one Tests: unit tests
8 Days Ago
Bugfix: GamePhysics.SortDeferred - respect dependsOn handle param Tests: ran unit tests - all pass
8 Days Ago
Merge: from spectate_stay_after_dc - Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation Tests: spectated a player that disconnected - was able to look around.