userDaniel Pcancel

2,785 Commits over 700 Days - 0.17cph!

36 Minutes Ago
Update(tests): add TestGetHeightsIndirect_UV_Overworld and TestGetHeightsIndirect_UV_DeepSea tests Tests: ran all unit tests
1 Hour Ago
Update: TerrainHeightMap - redirect all height and normal calcs to go via HeightMapData impl - Renamed HeightMapData.GetHeight -> GetHeight01 Tests: all unit tests pass, perf tests results seem same
1 Hour Ago
Update: fill in some missing overloads in TerrainHeightMap - get rid of commented methods Tests: ran unit tests
1 Hour Ago
Clean: replace GetHeightsFastIndirect with GetHeightsIndirect - also fix a bug with invalid indexing - TerrainMap<T> now exposes internal src buffer as a ReadOnly view Starting cleanup effort, rough path ahead Tests: ran unit tests
3 Hours Ago
Clean: remove Perf.TestGetHeightFastIndirectOld and related bits Tests: none, trivial change
3 Hours Ago
Update: switch GetHeightsFastJobIndirect to use HeightMapData.GetHeight instead of inlined logic - removed extra 4 madds by using Fast's index calculation It's slightly slower on 512x512 test (0.9ms -> 1ms) due to Clamp01 calls, but we can afford consistency with GetHeight - will allos us to promote "fast" as "normal" and deduplicate Tests: ran perf tests, compared asm
3 Hours Ago
Update: rewrite TerrainHeightMapJobs.GetHeightsFastJobIndirect to use HeightMapData - temporarily added Perf.TestGetHeightFastIndirectOld for easier assembly comparison Generates the same assembly, so same perf Tests: ran perf tests
4 Hours Ago
Update(tests): add perf tests for TerrainHeightMap GetHeight family Surprisingly, the *Fast versions are faster even in burst jobs. I want to rip them out(too many dupes), so going to try to replicate the benefits to common family Tests: ran all unit tests
5 Hours Ago
Clean: redirect a couple calls via GetHeight01/GetNormal(..., NativeArray.ReadOnly) Tests: none, trivial change
5 Hours Ago
Bugfix: TerrainHeightMap.GetNormalsIndirect - reimplement using HeightMapData core - also slightly refactored HeightMapCore height logic Fixes it not knowing about deep sea Tests: all TerrainHeightMap unit tests pass
5 Hours Ago
Update(tests): add TestGetNormalsIndirect_Deferred Conceptually it's same logic underneath, but routed through different code, so worth a unit test Tests: ran new unit test - fails on deep sea indices as expected
5 Hours Ago
Bugfix: TerrainHeightMap.GetNormal(float, float) now checks for deep sea - added utility funcs that sample user provided NativeArray<short>.ReadOnly - regenerated validation normals for unit tests from TestGetNormal Tests: TestGetNormal passes, TestGetNormalsIndirect fails as expected
6 Hours Ago
Bugfix: TerrainHeightMap.GetHeightsIndirect - rewrite using HeightMapData core This fixes missing deep sea lookups Tests: ran TestGetHeightsIndirect - passes
Today
Update: refactor core of GetHeight logic into it's own struct - updated GetHeights to use it Tests: TestGetHeights passes
Today
Bugfix: TerrainHeightMap.GetHeights - clamp to border when interpolating heightmap samples Tests: TestGetHeights passes
Today
Update(tests): add TerrainHeightMap unit tests that cover GetHeight + GetNormal and their variants Tests: ran unit tests, some failures are unexpected
Yesterday
Update(tests): add support to generate test positions in deep sea bounds - updated TestWaterLevelsConsistency to use those extra positions, but surprisingly the test passes - documented everything(I think?) that's wrong with WaterLevel.GetWaterLevels Tests: ran updated unit test
Yesterday
Merge: from servercacheplayerinfo_optim - Optim: reduce the amount of state we recache every frame - Bugfix: fix some state being out of date by half-a-frame Tests: unit tests + playing on craggy
Yesterday
Merge: from main
2 Days Ago
Update(tests): amend BatchWaterLevels and SerialWaterLevels to support variety of query counts Existing 10k test is a bit unrealistic (even if shows nice improvement) Tests: ran perf tests
2 Days Ago
Update: GetWaterFactors - fetch parent entity only once - updated perf test to have 5% to spawn parented player Tests: ran unit tests
2 Days Ago
Optim: GetWaterFactors - add overload that can use cached mountables states for active players - amended perf tests to spawn players with 5% chance to be mounted 400 batched queries: 0.6ms -> 0.55ms (serial are 2.32ms) Tests: ran unit tests
2 Days Ago
Optim: ServerCachePlayerInfo - move isMounted and mountables caching to point of modification instead of every frame Tests: built a boat on craggy and steered the wheel
2 Days Ago
Update: ServerCachePlayerInfo - cache isMounted, mountable for player Tests: built a bouat on Craggy and used the steering wheel
5 Days Ago
Update: use dirty indices for copy Test: none, trivial change
5 Days Ago
Update: propagate PlayerServerStates down to Antihack methods - updates unit tests for changed API Tests: unit & perf tests, ran around craggy
5 Days Ago
Bugfix(tests): don't try to manage unit test specific PlayerStates, rely on internal static one (sadface) - also fix ServerOcclusionGroup tests not fully cleaning up players There's an architecture barrier that's hard to push through to support multiple PlayerStates, so keep it simple for now Tests: ran a bunch of unit tests, no longer sporadically failing
5 Days Ago
Clean: refactor various player server states into one big struct Allows us to shrink func signatures and automate state propagation when we add new arrays. Only cleaned up bare minimum of funcs to get things working, need to do more Tests: ran all relevant-ish unit tests (discovered TestOverlapOBBsConsistency is failing, will fix separately), played on craggy
5 Days Ago
Optim: ServerCachePlayerInfo - don't cache isRunning Time to clean up all the extra args everywhere, having 10 param funcs is no bueno Tests: consistency tests
5 Days Ago
Optim: ServerCachePlayerInfo - don't cache onground and isflying Tests: ran unit consistency tests
6 Days Ago
Bugfix: accidentally used ducked instead of ducking modelstate, whoops Tests: ran consisntecy unit tests
6 Days Ago
Optim: ServerCachePlayerInfo - stop caching isDucking Tests: AH consistency unit tests
6 Days Ago
Optim: ServerCachePlayerInfo - don't cache isOnLadder Tests: ran AH consistency unit tests
6 Days Ago
Bugfix: missed a couple places where ModelState.Blocking is updated Tests: none, trivial change
6 Days Ago
Clean: fix up formatting crimes in BasePlayer-SaveLoad.cs Tests: none, trivial change
6 Days Ago
Update: duplicate ModelState.flags and ducking properties into their own arrays, keep them in sync with incoming model states Will allow me to removed caching of 5 properties in ServerCachePlayerInfo Tests: booted craggy
6 Days Ago
Optim: ServerCachePlayerInfo - don't cache IsCrawling, it can be deduced from PlayerFlags Tests: ran speed consistency unit test, ran around craggy, crawled while wounded - all's gud
6 Days Ago
Clean: remove JobHandle IsValid extension This was a workaround for a Unity issue that was fixed in 6.3.14f1 Tests: none, trivial change
6 Days Ago
Optim: ServerCachePlayerInfo - only recache positional state if position changed from last call Tests: ran around on craggy, sawm, crouched. retried connecting couple times
6 Days Ago
Optim: ServerCachePlayerInfo - avoid transform access when recaching player center Tests: none, trivial change
6 Days Ago
Bugfix: separate position-dependent and other player state caching It was possible that for a couple frames cached player state would be incorrect Tests: none
6 Days Ago
Merge: from server_player_refreshcolliders_optim (previously jobs3_...) - Optim: avoid water queries when refreshing connected player colliders Tests: On Craggy, ran around, sawm and crouched - could see gizmo size change
6 Days Ago
Optim: use cached swimming results instead of new water queries when refreshing player's collider Tiny savings(~1 micro per player), but every bit helps Tests: ran around craggy, went swimming, crouched - saw collider gizmo size change
6 Days Ago
Clean: refactor ConnectedPlayersUpdate into batched blocks Makes it easier to see at a glance where our time is spent in profiling snapshots Tests: ran around on craggy
7 Days Ago
Merge: from pool_mt - Bugfix: avoid extensive spills/misses with new Pool - Clean: UseMutexPool is now correctly showing 2 entries in console autocomplete Tests: unit tests, booted into Playground and Procgen 2k worlds and checked print_memory
7 Days Ago
Merge: from main
7 Days Ago
Clean: redefine UseMutexPool variable as separate ClientVar and ServerVar instead of merged ConsoleVar - Codegen Former doesn't show 2 options in console Tests: booted into craggy and checked suggestions
7 Days Ago
Bugfix: add a fuzzy check to prevent Pool read-write head desync causing lots of misses+spills Surprisingly, it's about 15-25% faster than before fix in MT scenarios, but expectedly slower by 10% in ST (still faster than og Pool) https://files.facepunch.com/danielprihodko/1b1011b1/WyJ3SUYrMB.png Tests: ran SpillageRunaway unit test 10 times, booted into Playground 4 times - no debug messages about misses/spills. botted 2k procgen world and checked print_memory
7 Days Ago
Update(tests): change spill tests assertions to permit writed head to run ahead of read head Tests: ran unit tests
7 Days Ago
Update(tests): add a synthetic test to cause pool spill runaway - moved other spillage tests to Unit namespace and merge into 1 test Made it to fail consistently at 4 consume threads Tests: ran tests