branchrust_reboot/main/parallel_validatemove/stable_playercachecancel

44 Commits over 31 Days - 0.06cph!

21 Days Ago
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21 Days Ago
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21 Days Ago
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21 Days Ago
Clean: consolidate some work buffers Tests: ran staging demo
21 Days Ago
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21 Days Ago
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21 Days Ago
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
21 Days Ago
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
22 Days Ago
Clean: variable rename Tests: none, trivial change
22 Days Ago
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22 Days Ago
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22 Days Ago
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22 Days Ago
Bugfix: NativeList.Expand now properly clean us old list Tests: none, trivial change
22 Days Ago
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22 Days Ago
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22 Days Ago
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
22 Days Ago
Update: mark a bunch of BasePlayer functions as static Makes it easier to build Burst jobs Tests: editor compiles
25 Days Ago
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25 Days Ago
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25 Days Ago
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25 Days Ago
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25 Days Ago
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
25 Days Ago
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
25 Days Ago
Bugfix: avoid writes past the end of the buffer Tests: ran unit tests
25 Days Ago
Update: Adding last missing API - TickInterpolatorCache.TransformEntries - added tests to cover it Tests: ran unit tests
25 Days Ago
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
25 Days Ago
Clean: add a comment Tests: none, trivial change
25 Days Ago
Tests: validate PlayerTickIterator in it's initial state Tests: ran unit tests
25 Days Ago
Tests: Add more edge case testing - Testing 1 tick only - Testing up to capacity ticks Tests: ran unit tests
25 Days Ago
Bugfix: TickInterpolatorCache now properly handles "Reset" position - Fixed unit tests Tests: ran unit tests - all tests now pass
25 Days Ago
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
26 Days Ago
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
26 Days Ago
Update: made some caches stable across frames Tests: played back staging demo - no new errors and stats match expected
26 Days Ago
Clean: simplify call Tests: none, trivial change
26 Days Ago
Merge: from parallel_validatemove Tests: none
26 Days Ago
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
26 Days Ago
Merge: from parallel_validatemove Tests: none, no conflicts
26 Days Ago
Merge: from parallel_validatemove Tests: none (resolved into dest version)
26 Days Ago
Update: adapted code to PlayerCache change - FinalizeTickParallel now uses `player.StableIndex` as indirection, instead of iterator index - Updated validation checks - Transform caching job now checks for invalid transform accessses Tests: ran all relevant unit tests, played back staging demo - got comparable numbers
27 Days Ago
Merge: from parallel_validatemove Tests: none, no conflicts
27 Days Ago
Clean: Lenght -> Length Tests: compiles in editor
27 Days Ago
Update: fix TickInterpolatorCache tests and update it's API - No longer tracks player count - Made API focus on Expand -> Replace(index) flow - makes it easy to work with PlayerCache Tests: ran unit tests
27 Days Ago
Update: PlayerCache now guarantees spatial stability - Updated it's direct tests (will update rest next) Updated interface, although compatible with existing code, will lead to breakages, so I'm slowly updating the relevant code Tests: ran unit tests