branchrust_reboot/main/useplayerupdatejobs_purgecancel
29 Commits over 0 Days - ∞cph!
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
Update: replace all unsafe usage with spans, should throw if I go out of bounds
Tests: compiles
Clean: remove dead using statements
Tests: none, trivial change
Update(tests): adding TickInterpolatorCache tests
- added overloads to accept index directly instead of entire baseplayer
Tests: ran unit tests
Clean: nuke TickInterpolator
We lose consistency unit test, so i'll add a couple basic ones in next change
Tests: ran AH unit tests
Clean: minor variable replacements in TickInterpolatorCache
Tests: none
Clean: replace all usages of TickInterpolator with TickInterpolatorCache in AntiHack
Tests: ran AH unit tests
Clean: remove all uses of TickInterpolator in BasePlayer logic
Tests: compiles
Clean: update UsePlayerUpdateJobs servervar description with a new min level
- ran codegen
Tests: compiles
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks
Tests: compiles
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar
Tests: compiles
Clean: remove UsePlayerTasks alias, since it's now always true
Tests: compiles
Optim: RelationshipManager - replace active server occlusion query with a cached result fetch
Tests: compiles
Clean: simplify serial OcclusionLineOfSight to match batched version
- removed all extra replication code that we no longer need
Tests: ran server occlusion consistency tests
Update: expose all BasePlayer state caches
Needed for Occlusion cleanup rewrite
Tests: compiles
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
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
Clean: rip out serial player update(Jobs 0) flow
- moved idle kick logic into ServerUpdateParallel
Need to purge non-called methods next
Tests: compiles
Clean: remove server.EmergencyDisablePlayerJobs and relevant code
No more safety, where we're going we need bravery
Tests: compiles
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
Update: connected players always register with PlayerCache disregarding Jobs mode
- Cleaned up a couple checks that now become irrelevant
Tests: compiles
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
Clean: remove Jobs 1 paths in BasePlayer.ServerUpdateParallel
Tests: compiles
Update: turn GamePhysics.DefaultMaxResultsPerQuery into a server var
- breaking API changes for GamePhysics.CheckSpheres, CheckCapsules, EnvironmentManager.Get
- Ran codegen
Tests: none, trivial change