userDaniel Pcancel
branchrust_reboot/main/useplayerupdatejobs_purgecancel

29 Commits over 0 Days - ∞cph!

20 Days Ago
Merge: from main
20 Days Ago
Bugfix: avoid invalid tick transformation from NPCs/bots that would corrupt array header - added an assert to GetPlayerTickIterator, only place where it's not checked by default Tests: booted a standalone server with a save - was able to connect and run around
20 Days Ago
Update: replace all unsafe usage with spans, should throw if I go out of bounds Tests: compiles
20 Days Ago
Rollback the rollback
20 Days Ago
Merge: from main
20 Days Ago
Merge: from main
20 Days Ago
Clean: remove dead using statements Tests: none, trivial change
20 Days Ago
Update(tests): adding TickInterpolatorCache tests - added overloads to accept index directly instead of entire baseplayer Tests: ran unit tests
20 Days Ago
Clean: nuke TickInterpolator We lose consistency unit test, so i'll add a couple basic ones in next change Tests: ran AH unit tests
20 Days Ago
Clean: minor variable replacements in TickInterpolatorCache Tests: none
20 Days Ago
Clean: replace all usages of TickInterpolator with TickInterpolatorCache in AntiHack Tests: ran AH unit tests
20 Days Ago
Clean: remove all uses of TickInterpolator in BasePlayer logic Tests: compiles
20 Days Ago
Clean: update UsePlayerUpdateJobs servervar description with a new min level - ran codegen Tests: compiles
20 Days Ago
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks Tests: compiles
20 Days Ago
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar Tests: compiles
20 Days Ago
Clean: remove UsePlayerTasks alias, since it's now always true Tests: compiles
20 Days Ago
Optim: RelationshipManager - replace active server occlusion query with a cached result fetch Tests: compiles
20 Days Ago
Clean: simplify serial OcclusionLineOfSight to match batched version - removed all extra replication code that we no longer need Tests: ran server occlusion consistency tests
20 Days Ago
Update: expose all BasePlayer state caches Needed for Occlusion cleanup rewrite Tests: compiles
20 Days Ago
Update: replace OcclusionCanUseFrameCache with true and simplify This is a bit more than just clean, since there's an extra section of code that will run with it active. Since we didn't have any big bugs with jobs 2 player replication, treating this cache as always valid. Tests: compiles
20 Days Ago
Clean: remove BasePlayer.ServerUpdate and all it's sub-callgraph This also removed most of occlusion v1, but got a bit more to clean there Tests: compiles
20 Days Ago
Clean: rip out serial player update(Jobs 0) flow - moved idle kick logic into ServerUpdateParallel Need to purge non-called methods next Tests: compiles
20 Days Ago
Clean: remove server.EmergencyDisablePlayerJobs and relevant code No more safety, where we're going we need bravery Tests: compiles
20 Days Ago
Update: remove not-in-playercache checks around TickCache where appropriate - also changed resizing to be dependent on playercache capacity, not length, as that was a bug that somehow never tripped Tests: compiles
20 Days Ago
Update: connected players always register with PlayerCache disregarding Jobs mode - Cleaned up a couple checks that now become irrelevant Tests: compiles
20 Days Ago
Clean: remove occlusion v1 path from jobs 2 Occlusion v1 path still exists for jobs 0 - I'll rip that out a bit later Tests: compiles
20 Days Ago
Clean: remove Jobs 1 paths in BasePlayer.ServerUpdateParallel Tests: compiles
21 Days Ago
Merge: from main
21 Days Ago
Update: turn GamePhysics.DefaultMaxResultsPerQuery into a server var - breaking API changes for GamePhysics.CheckSpheres, CheckCapsules, EnvironmentManager.Get - Ran codegen Tests: none, trivial change