branchrust_reboot/main/useplayerupdatejobs3cancel

60 Commits over 59 Days - 0.04cph!

9 Days Ago
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9 Days Ago
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9 Days Ago
merge from main
10 Days Ago
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10 Days Ago
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11 Days Ago
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11 Days Ago
merge from main
15 Days Ago
Ensure last grounded position in parallel checks is written immediately before rewriting in air state - all new consistency tests pass now
16 Days Ago
Clean(tests): add messages to new checks to know which permutation and player diverged Tests: ran the modified test
16 Days Ago
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16 Days Ago
Update(tests): TestIsFlyingConsistency now also compares computed flying states - Reset flying state between test runs Tests: ran tests, level 1 passes but level 3 now fails
16 Days Ago
Bugfix(tests): make AntiHack tests spawn players with colliders Tests: ran all AH tests, all pass except for 1 already known
16 Days Ago
Update(tests): rewrite TestIsFlyingConsistency to better mix various players Need to figure out why playerr-on-player test doesn't detect player, will do next Tests: ran unit test, detects an issue on level 1
16 Days Ago
OnPlayerRemovedFromCache now calls ResetAntiHack directly instead of juggling matching implementations
16 Days Ago
- AddTempSpeedHackBudget now supports useplayerupdatejobs 3 - Cache removal clears all non-forgiveness states for speedhack/flyhack - ResetAntiHack now clears speedhack/flyhack serial states regardless of useplayerupdatejob
16 Days Ago
Update: set UsePlayerUpdateJobs 2 as default - codegen Tests: none, trivial change
16 Days Ago
Clean(tests): fix formatting inside Test.AntiHack.cs broken by auto conflict resolution Tests: compiles
16 Days Ago
Merge: from main
17 Days Ago
Clean: simplify sync from flying cache back to players Tests: none, trivial change
17 Days Ago
Clean: annotate AreFlying jobs with context comments - got rid of ref and added ReadOnly in a couple places Tests: compiles
17 Days Ago
merge from main
17 Days Ago
Pack parallel flying results, only pass valid indices to flying checks, remove the now unused waterindices - consistency tests pass
18 Days Ago
Bugfix: ensure AntiHack states are properly expanded when going from Jobs 2 to Jobs 3 Tests: sanity test on craggy in editor, switched Jobs 2 to 3
18 Days Ago
Clean: one more unnecessary playerCache passing Tests: compiles
18 Days Ago
Bugfix: ensure SpeedhackStates and FlyhackStates have sufficient storage - remove playerCache propagation where we already pass a ReadOnlySpan Tests: ran unit tests
18 Days Ago
Handle missing LastGroundedPosition in cache add/removal
18 Days Ago
merge from main
21 Days Ago
Ensure player fly/speed states are expanded when a new player is added to the PlayerCache, preventing out-of-bounds when initCap is exceeded
23 Days Ago
Clean(tests): replace more handrolled index set generation with AntiHackTests.GenerateIndexPermutations Tests: ran all afected tests
23 Days Ago
Bugfix(tests): use 1^-5 epsilon for water level consistency in TestWaterLevelsConsistency Tests: ran unit test
23 Days Ago
Merge: from main
23 Days Ago
Fix speeding/flying consistency tests not passing when useplayerupdatejobs is >= 3
23 Days Ago
merge from useplayerupdatejobs3/jobify_is_flying_2
23 Days Ago
Merge: from main
23 Days Ago
Merge: from main
23 Days Ago
Merge: from useplayerupdatejobs3/free_tasks - New: fork of Cysharp/UniTask with less allocs - Optim: reduce allocs around tasks in Jobs 3 mode Tests: jobs3 on craggy with 2 players, built client and booted
29 Days Ago
Merge: from defer_tick_analytics - Optim: start analytics tasks earlier to avoid blocking main thread Tests: Jobs3 on craggy in editor
30 Days Ago
Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState Tests: none, trivial change
30 Days Ago
Merge: from main
30 Days Ago
Merge: from updatesubs_optim - Optim: player subscriptions can be updated in parallel (Jobs 3 feature, currently disabled) - New: unit & perf tests for net group updating Tests: unit tests
37 Days Ago
Clean: refactored NoClip perf tests to use Utils.MeasureAndPrint Tests: ran noclip perf tests
37 Days Ago
Clean: fix stream of warnings from running AntiHackTests Tests: ran noclip tests
37 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
38 Days Ago
Clean: simplify TestNoClipConsistency unit test Tests: ran updated unit test
38 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
38 Days Ago
Update(tests): cover all speedhack_protection levels in tests Tests: ran unit tests
39 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
39 Days Ago
Update: add a couple more test positions for unit tests Tests: tests pass
39 Days Ago
Update: move normal calculation logic to HeightMapQueryStructure - Give couple methods a rename Tests: ran unit tests
39 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