1,688 Commits over 427 Days - 0.16cph!
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Update: adding HandleIgnoreTerrain that works on a batch of positions
- also ninja-fixing a bug in batch overload of HandleIgnoreCollisions that screwed layermasks - good thing it wasn't used anywhere
Tests: ran unit tests
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Merge: from parallel_validatemove/stable_playercache
Promoting stable player cache version as main dev direction
Tests: none, no conflicts
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Clean: consolidate some work buffers
Tests: ran staging demo
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Update: merge NativeList.Expand and NativeList.ExpandAndClear
- Rewrote the Expand branching logic to be simpler
Realized that Expand(false) always leads to a Clear - so there's no point in having ExpandAndClear
Update: Add NativeList.ExpandAndClear
- also fixed invalid check in NativeList.Expand that was comparing against list length instead of capacity, potentially causing more reallocs than necessary
Tests: none, trivial change
Clean: variable rename
Tests: none, trivial change
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Bugfix: NativeList.Expand now properly clean us old list
Tests: none, trivial change
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Update: TickInterpolatorCache exposes state via ReadOnly property
- Reroute all accessors and logic via static methods that take in ReadOnlyState
This enables to pass entire TickInterpolatorCache into a burst job
Tests: ran unit tests
Update: mark a bunch of BasePlayer functions as static
Makes it easier to build Burst jobs
Tests: editor compiles
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▍▍▅▊▄: █▌▉▆
Update: Split various tick validation functions into smaller loops
- Added a couple small extension utils to NativeList
This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split
Tests: Staging demo playback - got comparable results
Update: Adding last missing API - TickInterpolatorCache.TransformEntries
- added tests to cover it
Tests: ran unit tests
Update: Adding TickInterpolatorCache.PlayerTickIterator to help with code migration
- Expanded unit tests to cover the new util and a couple more code paths
Tests: none. Tests are currently failing as I uncovered a different issue - will fix in next CL
Optim: TickInterpolator.TestConsistency - Replace Assert.IsTrue with AssertTrue wrapper that doesn't allocate
- Sprinkled some scopes for future
Speeds up the unit test 20x times and avoids 3.6GB of garbage
Tests: ran the unit tests
Bugfix: avoid writes past the end of the buffer
Tests: ran unit tests
Update: Integrate TickInterpolatorCache into the server flow
Tests: played back staging demo, once with it enabled from start, another with disabling-enabling it multiple times during playback. Both cases had comparable telemetry numbers
Tests: Add more edge case testing
- Testing 1 tick only
- Testing up to capacity ticks
Tests: ran unit tests
Bugfix: TickInterpolatorCache now properly handles "Reset" position
- Fixed unit tests
Tests: ran unit tests - all tests now pass
Tests: validate PlayerTickIterator in it's initial state
Tests: ran unit tests
Clean: add a comment
Tests: none, trivial change
Update: translate ValidateMove to batched ValidateMoves
Internally it's the same logic for now, as I've yet to properly intergrate TickInterpolatorCache and need to convert a lot of internal methods
Tests: played back staging demo - got same numbers and no new errors
Update: made some caches stable across frames
Tests: played back staging demo - no new errors and stats match expected
Clean: simplify call
Tests: none, trivial change
Merge: from parallel_validatemove
Tests: none
Merge: from parallel_validatemove
- bugfix for invalid transforms in the cache - fallout from previous bugfix
Tests: played back staging demo - counts as expected and no more errors about transform cache inconsistency
Bugfix: fix transform cache rebuild loop
Previously threw away dirty indices too early, missing on some player cache changes
Tests: played back the staging demo - no more error logs about transfomr cache inconsistency
Update: consolidate debug logic
- Also ValidatePlayerCache fixed to actually check for native-null players
I'm hoping I won't need this after tomorrow, but keeping it fixed to use for testing on staging for a bit
Tests: ran through the staging demo - notifced it's picking up an issue from the prev merge, will fix shortly
Merge: from parallel_validatemove
Tests: none, no conflicts
Merge: from parallel_validatemove
- Bugfix for null players in PlayerCache causing UsePlayerUpdateJobs to get disabled
Tests: played back staging demo - got similar results
Clean: fixing broken whitespaces that I spotted with the merge
Tests: none, trivial change