userandrecancel

10,673 Commits over 4,597 Days - 0.10cph!

4 Years Ago
Merge from main
4 Years Ago
Added 1 second timeout to all AutoResetEvent.WaitOne calls (large enough to notice something is wrong, but never deadlock) Ensure everything is cleaned up / reinitialized after disconnect / reconnect
4 Years Ago
NetRead and NetWrite use less space while pooled
4 Years Ago
Decryption is running in its own thread (separate from network thread) -- this allows us to add multiple decryption threads in the future EACServer uses ConcurrentDictionary to manage its client IDs
4 Years Ago
Skin bundles
4 Years Ago
Formatting fixes
4 Years Ago
Merge from main
4 Years Ago
Merge from main
4 Years Ago
Replacing Thread.Sleep with AutoResetEvent Block main thread if worker thread can't keep up Added client.maxsendqueue and server.maxsendqueue convars Added some comments to network threading
4 Years Ago
Replacing lock-synchronized queue with concurrent queue
4 Years Ago
Replaced Stopwatch.Reset + Stopwatch.Start with Stopwatch.Restart
4 Years Ago
Enabled by default inside editor
4 Years Ago
Added client.maxreceivequeue and server.maxreceivequeue convars Ensure maxreceivetime is still respected on the main thread even with multithreading enabled
4 Years Ago
Rearranging and simplifying some things, cleaning up, removing duplicate code
4 Years Ago
Sleep network thread when read queue is at capacity and write queue is empty (i.e. we're waiting for the main thread to catch up with us)
4 Years Ago
Steam networking log tweak to be more in line with Raknet
4 Years Ago
Fixed client main thread accessing peer directly in some console logs
4 Years Ago
Compile fix
4 Years Ago
Startup parameter to enable network thread (-networkthread)
4 Years Ago
Encryption support (forgotten file)
4 Years Ago
Encryption support
4 Years Ago
Baseline (disabled by default)
4 Years Ago
Merge from main
4 Years Ago
BuildingProximity.GetProximity: additional checks added in early December now only run on the server (fix attempt for FPS drop when using building planner)
4 Years Ago
Fixed xmas dungeons not disabling their environment volume trigger when entering the pool on the client
4 Years Ago
ClearAllEntitiesInRadius uses Vis.Entities
4 Years Ago
AnyPlayersInside uses BaseNetworkable.HasCloseConnections
4 Years Ago
ClearAllEntitiesInRadius checks IsValid ClearAllEntitiesInRadius doesn't set blockBagDrop on entities that are already destroyed Q: Is there a reason this cannot use Vis.Entities?
4 Years Ago
Optimization: Vector3.Distance -> sqrMagnitude
4 Years Ago
Fixed edge case where ClearAllEntitiesInRadius would not return entity list to pool
4 Years Ago
Disabled saving on gingerbread barricades, xmas dwellings and gingerbread corpses
4 Years Ago
Fixed Xmas dungeons using the Halloween lifetime convar (now correctly using xmaslifetime)
4 Years Ago
Fixed several edge cases that could call into EOS API with invalid client handle
4 Years Ago
Fixed BoundsCheck.ApplyBoundsChecks not doing the correct fallback bounds check when no BoundsCheck components exist (also optimized it a little bit in the process)
4 Years Ago
Skin bundle update
4 Years Ago
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4 Years Ago
Call MissionManifest.Get towards the end of Bootstrap.StartServer to make sure it's cached before players can join the server
4 Years Ago
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4 Years Ago
Added convars: steamsendratemin, steamsendratemax, steamnagletime
4 Years Ago
Prefer underwater labs closer to their max size with more puzzles, pick the best underwater lab out of 25 candidates
4 Years Ago
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