userDaniel Pcancel

1,688 Commits over 427 Days - 0.16cph!

6 Months Ago
Merge: from main Tests: none, no conflicts
6 Months Ago
Bugfix: PlayerCache now tracks players that are removed from the server Original impl left a space where it could miss some of the players, leading to rogue nulls. Tests: played back staging demo - had same numbers
6 Months Ago
Merge: from parallel_validatemove Tests: none (resolved into dest version)
6 Months Ago
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
6 Months Ago
Merge: from parallel_validatemove - fixing one of validation checks silently passing Tests: none, trivial change
6 Months Ago
Bugfix: one of validation checks was doing nothing Tests: none, trivial change
6 Months Ago
Merge: from parallel_validatemove Tests: none, no conflicts
6 Months Ago
Clean: Lenght -> Length Tests: compiles in editor
6 Months Ago
Merge: from parallel_validatemove - Removing extra logging Tests: built server locally
6 Months Ago
Clean: removing BasePlayer OnDisable/-Destroy logs for UsePlayerUpdateJobs Got confirmation that it's not Unity nuking the objects, so something else must be afoot. Tests: built server locally
6 Months Ago
Merge: from main Tests: none, no conflicts
6 Months Ago
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
6 Months Ago
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
6 Months Ago
Merge: from parallel_validatemove - minor server demo playback bugfix - extra debug logging for baseplayer destruction when UsePlayerUpdateJobs is enabled Tests: build tests
6 Months Ago
Clean: fixing broken formatting that snuck in on main Tests: none, trivial changes
6 Months Ago
Merge: from main Tests: none, no conflicts
6 Months Ago
Debug: adding sanity debug error logs to baseplayer OnDisable and OnDestroy Hoping to catch where it's coming from Tests: local build tests
6 Months Ago
Bugfix: ServerDemoPlayer - handle player reconnecting multiple times Not 100% sure it's the correct way, but I think it works for now. Tests: played back new staging demo 3 times
6 Months Ago
Tests: replace Assert.AreEqual with Assert.IsTrue - Brings TickIntrpolatorCache test from 30s+ down to 6s Turns out AreEqual is slow and inflates the test times by quite a bit. Tests: ran unit test
6 Months Ago
Optim: TickInterpolatorCache reduce number of segments being copied when growing Unit test is still slow, need to dig a bit more Tests: ran unit tests
6 Months Ago
Merge: from parallel_validatemove - more debug to track down null baseplayer Tests: local editor SERVER+CLIENT session
6 Months Ago
Clean: fixing whitespace issues after auto-merge Tests: none, trivial changes
6 Months Ago
Merge: from main Tests: none, no conflicts
6 Months Ago
Debug: sprinkling additional validation checks in ServerUpdateParallel Trying to narrow down at which point this null sneaks in Tests: none, trivial change
6 Months Ago
New: TickInterpolatorCache - a sparse, bulk TickInterpolator array - Comes with it's own stress tests (they pass, but need to investigate perf) - Depends on PlayerCache, but I need to modify it to provide more stability Building block towards jobifying tick history processing. Tests: ran unit tests
6 Months Ago
Optim: replace couple managed loops with a burst job Tests: none, trivial changes
6 Months Ago
Merge: from parallel_validatemove - buidlfix Tests: build client and server in editor
6 Months Ago
Buildfix: move ValidateTransformCache to SERVER region - also fixed missing Profiler.EndSample() Tests: built client and server in editor
6 Months Ago
Merge: from parallel_validatemove - Adds error checking to UsePlayerUpdateJobs 1 mode and graceful disable to avoid crashes to help with investigation Tests: ran parallel mode in editor on craggy with a couple debugger-forced emergencies
6 Months Ago
Merge: from main Tests: none, trivial merge
6 Months Ago
Clean: promote server var to a const - no codegen since I didn't do one when I added this It's temp code, but it makes things safer while I investigate, so no reason to disable it at runtime Tests: none, trivial change
6 Months Ago
Bugfix: purge player cache when player update jobs has emergency shutdown Allows to restart player update jobs cleanly in the same session Tests: in editor with debugger forced an emergency scenario, confirmed the cache was empty and rebuilt
6 Months Ago
Update: move player transform cache updates to be first step of parallel player processing - Bugfix - using Steam networking backend can have temporary outtages, which can cause gaps in processing and player cache desyncing - also enables us to compose parallel flows better in the future Tests: local editor session on craggy
6 Months Ago
Update: add temp emergency disable of player job processing - Only active on staging servers while I investigate the crashes Tests: forced an error via debugger - confirmed fallback is working
6 Months Ago
Tests: move the PlayerCache stress test to it's relvant tests file and clean up - commented out the expected-to-fail case Tests: ran the tests
6 Months Ago
Update: adding throw away tests to investigate how I cuased a native crash yesterday So far everything points to BasePlayer being removed after we cache all transforms for the burst jobs and before the first RecacheTransform invoke, but I haven't tracked where it's coming from. Tests: ran the hacky unit test
6 Months Ago
Merge: from main
6 Months Ago
Merge: from players_cmd_clean - Removes obsolete columns Tests: ran the command in a local editor session
6 Months Ago
Buildfix: restore server ifdefs Tests: compiled in editor
6 Months Ago
Clean: remove obsolete columns from players cmd - Also rewrote it using the new API Tests: ran in a local session in editor, tested both text and json versions
6 Months Ago
Merge: from profiling_improvements Tests: took a snapshot in editor
6 Months Ago
Update: updated profiler binaries - Built from 7b1b923e Contains additional filters for BaseNetwork::ShouldNetworkTo, BaseEntity::ShouldNetworkTo and entire Facepunch.Network.Subscriber class Tests: took a snapshot in editor
6 Months Ago
Merge: from main
6 Months Ago
Merge: from minigun_audio_fix - Fixes minigun audio beign stuck on Client after releasing the fire button - Fixes minigun effects not replicating to other players Tests: local 2 player session with each player firing minigun in various patterns.
6 Months Ago
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6 Months Ago
Merge: from item_allocs - Simplifies stacking logic to be cheaper and get rid of potential allocation Tests: various stacking scenarios from belt to inventory with wood stacks(incomplete stacks, full stack + incomplete, full stack only)
6 Months Ago
Merge: from main Tests: none, no conflcits
6 Months Ago
Optim: don't sort items when trying to stack them This saves us the potential allocation in Sort + less iterations over the array + can avoid doing slightly more expensive logic if we randomly jump around in item container. Tests: various stacking scenarios from belt to inventory with wood stacks(incomplete stacks, full stack + incomplete, full stack only)
6 Months Ago
Merge: from item_allocs - Fixes BufferList not able to sort when it's not full - removes some from Item.MoveToContainer Tests: moved and stacked items in the inventory while checking profiler
6 Months Ago
Optim: remove allocations from Item.MoveToContainer Unity profiling showed an allocation inside it's sort impl, but I haven't seen it on server snapshots - will clean up if it is there Tests: got a bunch of wood in separate stacks and stacked it via right click from belt to inv. Checked profiler to confirm expected allocations are gone.