userDaniel Pcancel

2,428 Commits over 608 Days - 0.17cph!

8 Days Ago
Optim: main thread integrates results from subs gathering tasks while waiting for them to complete Tests: unit tests
8 Days Ago
Optim: allow main thread to steal one of tasks update subscription tasks Makes single-player path alloc free. Tests: unit tests
8 Days Ago
Optim: use persistent added/removed lists instead of pooled ones Tests: ran unit tests
8 Days Ago
Merge: from sv_occlgroups_fix_reinit - Bugfix for ServerOcclusionGroups NRE for players with custom init flow - Unit tests Tests: ran unit tests
8 Days Ago
Merge: from serverprofiler_linux_fix - Bugfix for server profiler recoirding empty streams or infinitely recording on Linux Tests: perfsnapshot on Ubuntu
8 Days Ago
Bugfix: ServerProfiler - fix profiler failing to record due to uninitialized variable - release bins built from fe80de3c Tests: ran perfsnapshot on a server on ubuntu 20.04 in wsl
9 Days Ago
Update: replicate hardcoded network grid logic into data setup of NetworkVisibilityGrid - added PositionToGridInd, but not used/tested Going to add grids visualization next Tests: none
12 Days Ago
Update(tests): add 8 players perf test to UpdateSubscriptions - add some TimeWarnings to parallel UpdateSubscriptions - got rid of caching all Visible sets, just reuse 1 per task from pool Tests: ran tests
12 Days Ago
Update(tests): Pump up those rookie network streaming range numbers in unit tests (1,2 -> 4,8) to match real servers - rewrote spawning logic in UpdateSubscriptions unit tests to ensure we spawn within main layer 128 player perf test is now showing much better results: Serial - 10.3ms, Parallel - 1.7ms Tests: ran unit tests
13 Days Ago
Optim: run gather network groups in parallel - changed dimensions of net grid in DummyServer, now it's using a 512 grid with 64 cells 128 players: 0.54ms vs 1.15ms of serial. Relies on a prealloc hack, need to support it properly Tests: ran unit tests
13 Days Ago
Bugfix: ServerOcclusionGroups - handle null net group when player goes through custom flow - renamed branch to *_reinit (as limit networking turned out not to be related at all) Tests: ran all unit tests, they pass
13 Days Ago
Update(tests): ServerOcclusionGroups - add a net-group reinit test Not a flow we have on servers for now, but it could change in the future Tests: new tests fail (as expected)
13 Days Ago
Merge: Cherrypick of 145087 from /main/useplayerupdatejobs3/updatesubs_optim - Bugfix for DummyServer not being able to spawn players/bots in unit tests Tests: ran occlusion group tests, now pass
14 Days Ago
Optim: UpdateSubscriptions - parallelize network group comparison Gives us ~15% improvement over serial. Hoping to parallelize gather - that's the biggest perf sink Tests: ran unit tests
14 Days Ago
Bugfix(tests): fix perf tests doing nothing in warmup Tests: ran perf tests
14 Days Ago
Update(tests): add perf tests for serial and parallel UpdateSubscriptions Tests: ran it
14 Days Ago
Update(tests): added consistency test for BasePlayer.UpdateSubscriptions - fixed a bug with stepping players who's timestamp is not due yet - Refactored serial code slightly to keep the structure consistent Tests: ran unit test
14 Days Ago
Bugfix(tests): when setting up a dummy server, ensure heighmap is also initialized Needed to accomodate recent changes with tunnel net groups Tests: perf test for snapshot deps now runs
15 Days Ago
Update: rewrite BasePlayer.UpdateSubscriptions into batch form Doesn't actually do anything different, just prep for adding managed tasks to it. Need to add unit tests and perf tests first Tests: booted into Craggy with jobs 3 - was able to see entities in the world
15 Days Ago
Bugfix: PartialCompare - don't miss last object in b listhashset Could lead to a duplicate pushed to removed list Tests: ran unit tests
15 Days Ago
New: ListHashSet.PartialCompare - early outs upon reaching addedLimit and removedLimit - added unit and perf test It still has linear complexity, but does seem to scale better Tests: unit tests
15 Days Ago
Clean: refactored NoClip perf tests to use Utils.MeasureAndPrint Tests: ran noclip perf tests
15 Days Ago
Clean: fix stream of warnings from running AntiHackTests Tests: ran noclip tests
15 Days Ago
Update(tests): added perf tests for IsSpeeding and AreSpeeding AreSpeeding is slower at 50 players, but faster at 200 players (probably transient allocs). Tests: ran unit tests
16 Days Ago
Clean: simplify TestNoClipConsistency unit test Tests: ran updated unit test
16 Days Ago
Merge: from spectate_stay_after_dc - Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2 Tests: spectated disconnecting server
16 Days Ago
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
16 Days Ago
Merge: from main
16 Days Ago
Bugfix: uncomment tickState caching Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests. Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
16 Days Ago
Update(tests): cover all speedhack_protection levels in tests Tests: ran unit tests
17 Days Ago
Update: expand isspeeding test coverage by generating index permutations Revealed a bunch of false-positive access violations, fixed by sprinkling NativeDisableParallelForRestriction (hate it) Tests: ran unit tests
17 Days Ago
Update: add a couple more test positions for unit tests Tests: tests pass
17 Days Ago
Update: move normal calculation logic to HeightMapQueryStructure - Give couple methods a rename Tests: ran unit tests
17 Days Ago
Bugfix: basic arespeeding unit tests now pass - use the right interpolators for IsSpeeding - add overloads to TerrainHeightMap.GetNormalsIndirect and antihack specific jobs to accept deferred arrays - make IsSpeeding work on CachedState Tests: ran unit tests
17 Days Ago
Update: add basic consistency unit tests for AntiHack.IsSpeeding and AreSpeeding Currently fail, as I forgot to adjust the IsSpeeding logic after state cache changes. Tests: ran unit tests
20 Days Ago
Update: shifting job dependency downstream Tests: none, trivial change
20 Days Ago
Update: added AntiHack.AreSpeeding - (almost) fully jobbified version of IsSpeeding Only active with UsePlayerUpdateJobs 3. Needs unit tests, will do that later. Tests: booted on craggy with UsePlayerUpdateJobs 3 and ran around.
20 Days Ago
Buildfix: type missmatch Tests: editor compiles
20 Days Ago
Update: add BasePlayerJobs.CalcPlayerSpeedJob Tests: none
20 Days Ago
Update: add ScatterValueToJob utility job Tests: none
20 Days Ago
Update: add TerrainHeightMap.GetNormalsIndirect Tests: none
20 Days Ago
Buildfix: fix up missed renames Tests: unity compiles
20 Days Ago
Update: AntiHack now track it's own persistent cache of player states - base player internals redirect to the cache when jobs 3 is set Gets synced when player enters and leaves player cache (even if they're disconnecting). This allows us to change jobs level without mesing up player state. Tests: none, WIP
20 Days Ago
Update: Gather more player state for Jobs3 work - rewrite how we add to/remove from PlayerCache to add custom handling for specific systems (needed for AntiHack) Tests: none
21 Days Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
21 Days Ago
Merge: from main
21 Days Ago
Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
21 Days Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
21 Days Ago
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
21 Days Ago
Optim: Jobs 2 - rewrite BuildSnapshotDependencyChains - fix a bug that caused more snapshots to be sent than necessary (causing massive inflation) - add a couple fast paths, rewrote it to be a single-pass algo - reduced number of pooled lists usage Need to write unit tests for this Tests: with useplayerupdatejobs 2 set from start, loaded craggy and 2.5k procgen world in editor, visited ferry terminal - didn't see anything missing, npcs had weapons and were shooting