* Refactors EntityManager to not do any networking.
ServerEntityManager and ClientEntityManager now do the networking instead.
* Rename property for "backwards compat."
* Remove comented out code in robust server simulation
* Split entity lookups from entitymanager
* Helps if you subscribe dingus
* Handle map changes
* Stacks instead
* Make mapchanges use a queue because it's probably better
Moves likely only care about the latest position
* IoC what you did there
* IoC refactor
* Minor optimisations
* Apply feedback
* My IQ dropped 3 sizes that day
* Rest of acruid's feedback
* final_no_actual commit
* enlightenment?
* Liftoff
* final_commit_v2_actual
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Adds barbones culling.
* Visibility culling and recursive parent ent additions.
DebugEntityNetView improvements.
Visibility moved from session to eyecomponent.
* Multiple viewport support.
* Perf improvements.
* Removed old netbubble system from ServerEntityManager.
Supports old NaN system for entities leaving view.
Supports old SendFullMap optimization for anchored, non-updating Entities.
* Fixes size of netView box.
* Remove empty EntityManager.Update method.
Switching ViewCulling back to PLINQ.
* Physics worlds
* Paul's a good boy
* Build working
* Ingame and not lagging to hell
* Why didn't you commit ahhhhh
* Hard collisions working
* Solver parity
* Decent broadphase work done
* BroadPhase outline done
* BroadPhase working
* waiting for pvs
* Fix static PVS AABB
* Stop static bodies from awakening
* Optimise a bunch of stuff
* Even more broadphase stuff
* I'm fucking stupid
* Optimise fixture updates
* Collision solver start
* Building
* A is for Argumentative
* Fix contact caching island flags
* Circle shapes actually workeded
* Damping
* DS2 consumables only
* Slightly more stable
* Even slightlier more stablier
* VV your heart out
* Initial joint support
* 90% of joints I just wanted to push as I'd scream if I lost progress
* JOINT PURGATORY
* Joints barely functional lmao
* Okay these joints slightly more functional
* Remove station FrictionJoint
* Also that
* Some Box2D ports
* Cleanup mass
* Edge shape
* Active contacts
* Fix active contacts
* Optimise active contacts even more
* Boxes be stacking
* I would die for smug oh my fucking god
* In which everything is fixed
* Distance joints working LETS GO
* Remove frequency on distancejoint
* Fix some stuff and break joints
* Crashing fixed mehbeh
* ICollideSpecial and more resilience
* auto-clear
* showbb vera
* Slap that TODO in there
* Fix restartround crash
* Random fixes
* Fix fixture networking
* Add intersection method for broadphase
* Fix contacts
* Licenses done
* Optimisations
* Fix wall clips
* Config caching for island
* allocations optimisations
* Optimise casts
* Optimise events queue for physics
* Contact manager optimisations
* Optimise controllers
* Sloth joint or something idk
* Controller graph
* Remove content cvar
* Random cleanup
* Finally remove VirtualController
* Manifold structs again
* Optimise this absolute retardation
* Optimise
* fix license
* Cleanup physics interface
* AHHHHHHHHHHHHH
* Fix collisions again
* snivybus
* Fix potential nasty manifold bug
* Tests go snivy
* Disable prediction for now
* Spans
* Fix ShapeTypes
* fixes
* ch ch changeesss
* Kinematic idea
* Prevent static bodies from waking
* Pass WorldAABB to MoveEvent
* Fix collisions
* manifold structs fucking WOOORRKKKINNGGG
* Better pushing
* Fix merge ickies
* Optimise MoveEvents
* Use event for collisions performance
* Fix content tests
* Do not research tests
* Fix most conflicts
* Paul's trying to kill me
* Maybe collisions work idk
* Make us whole again
* Smug is also trying to kill me
* nani
* shitty collisions
* Settling
* Do not research collisions
* SHIP IT
* Fix joints
* PVS moment
* Fix other assert
* Fix locker collisions
* serializable sleeptime
* Aether2D contacts
* Physics is no longer crashing (and burning)
* Add to the TODO list
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Added a basic server simulation framework for help with tests.
* Moved as much as possible to Robust.Shared/Containers.
Moved ContainerSlot from content to engine.
* Moved ClientContainer to shared.
* Merged client/server ContainerManagerComponents into a single shared version.
* ContainerManagerComponent is now implicitly registered with the attributes.
* Migrated to 2021 serialization technology.
* Existing Unit Tests work.
* More tests coverage.
Fixed bug with transferring items between containers.
* Container Type info is now sent over the network.
* Merge client/server container systems.
* Code cleanup.
* Attempted to fix dictionary serialization.
Logs warning when trying to check if an unknown GridId is paused.
* Remove OldCode.
* Physics worlds
* Paul's a good boy
* Build working
* Ingame and not lagging to hell
* Why didn't you commit ahhhhh
* Hard collisions working
* Solver parity
* Decent broadphase work done
* BroadPhase outline done
* BroadPhase working
* waiting for pvs
* Fix static PVS AABB
* Stop static bodies from awakening
* Optimise a bunch of stuff
* Even more broadphase stuff
* I'm fucking stupid
* Optimise fixture updates
* Collision solver start
* Building
* A is for Argumentative
* Fix contact caching island flags
* Circle shapes actually workeded
* Damping
* DS2 consumables only
* Slightly more stable
* Even slightlier more stablier
* VV your heart out
* Initial joint support
* 90% of joints I just wanted to push as I'd scream if I lost progress
* JOINT PURGATORY
* Joints barely functional lmao
* Okay these joints slightly more functional
* Remove station FrictionJoint
* Also that
* Some Box2D ports
* Cleanup mass
* Edge shape
* Active contacts
* Fix active contacts
* Optimise active contacts even more
* Boxes be stacking
* I would die for smug oh my fucking god
* In which everything is fixed
* Distance joints working LETS GO
* Remove frequency on distancejoint
* Fix some stuff and break joints
* Crashing fixed mehbeh
* ICollideSpecial and more resilience
* auto-clear
* showbb vera
* Slap that TODO in there
* Fix restartround crash
* Random fixes
* Fix fixture networking
* Add intersection method for broadphase
* Fix contacts
* Licenses done
* Optimisations
* Fix wall clips
* Config caching for island
* allocations optimisations
* Optimise casts
* Optimise events queue for physics
* Contact manager optimisations
* Optimise controllers
* Sloth joint or something idk
* Controller graph
* Remove content cvar
* Random cleanup
* Finally remove VirtualController
* Manifold structs again
* Optimise this absolute retardation
* Optimise
* fix license
* Cleanup physics interface
* AHHHHHHHHHHHHH
* Fix collisions again
* snivybus
* Fix potential nasty manifold bug
* Tests go snivy
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Moved IPauseManager from server to shared.
* Moved ITimerManager from Timers to Timing.
* Added missing IConsoleHost to server/client RegisterIoC. Tests work again.
* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.
* Added struct skeleton for EntityCoordinates.
* Polish EntityCoordinates, add tests, add EntityCoordinates to Transforms
* Doc cleanup
* Remove useless code
* Return offset 0 when you don't have a parent
* Test for making sure EntityCoordinates for entities without parents have offset 0
* Use parent transform's GridId for GetGridId.
* Adds various methods, checks and tests
* Replace GridCoordinates with EntityCoordinates
* EyeManager.WorldToScreen fix
* Address reviews
* Fix za buildo
* Fix one transform test
* Fix the remaining tests
* Remove duplicate
* Remove another merge duplicate
* Fix property
* Rename most usages of GridCoordinates to EntityCoordinates.
* Add WithEntityId method to EntityCoordinates.
* Fix EntityCoordinates usage in GetEntitiesInRange
* Remove cursed IMapGrid method, change naming.
* Makes GridTileLookupSystem use EntityCoordinates
Co-authored-by: Acruid <shatter66@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
* rework ComponentManager
create indexing solution, UniqueIndex
split out ComponentEventArgs, add sealed variants
fix up documentation
fix terrible crap
make benchmark work
* woops, ordered enumerables are already a copy
* naming
* clean up comments
* nullable enable
* add some doc comments to unique index
* perf tweaks
add UniqueIndexHkm for high key mutability
extract internal interface mostly for documentation
add nullability support and constraints
* fix doc comment for UniqueIndexHkm
* make PVS threaded
* remove redundant member declarations in interface
* fix grid loss crap on client shutdown
* fix nullability warning when retrieving from always constructed threadlocal
* add comment explaining chan == null check
remove inParallel parameter
* make lidgren use spans everywhere where it can
convert custom pooling to shared array pool impl
add unit tests for read/write
add native socket extensions to socket so we can legit pass spans for SendTo/ReceiveFrom
bump version in lidgren csproj
replace some random "% 8" w/ "& 7"
more minor nullability hacks to fix static analysis complaints
made receiving packets use span
minor native sockets refactor to use pinvoke
add read/write constrained/prealloc'd bit stream impl to lidgren and update usages
fixed missing stream cleanup
remove outstanding stream cleanup since it refs buffer thru the class, can't read some other buf
apply suggestions from code review
remove unsafe cruft
* add tests to gh actions
* make stats use interpolation in tostring and remove m_bytesAllocated since it's all in the shared pool now
* this pr still open so fuck it
stats, human readability, faster BitsToHold methods
* add api compatible version of ReadBytes
* rename ReadOnlyStreamWrapper -> ReadOnlyWrapperStream
rename WriteOnlyStreamWrapper -> WriteOnlyWrapperStream
add AppendViaStream, AppenderStream impl
add and update documentation on read/write bytes methods
also fix some goofs
Tick clearing is now done in all entity constructors on the server, and components added during ExposeData like ContainerManager don't blow up on it anymore.
NetSerializer does not handle these well and sends the entire backing array instead of a more compact representation. This can then cause it to start sending lists of length 1 with a *capacity* of 4096 resulting in 250 KiB/s down to send updates for a single entity. As it just did on the public server...
* bubble implementation
include contained entities
fix line edit crash when clipboard contents are null somehow
use CVar for update bubble range
remove seenMovers that get NaN'd out of MaxUpdateRange - huge reduction in network traffic from bullets
cut default of MaxUpdateRange down to 12.5 for now
maybe handle teleported things
handle removing player state on disconnect
fixed positional audio errors
make UpdateEntityTree also update player's last seen ents
make net.maxupdaterange cvar tunable at runtime w/o impacting performance
back to position nan as means to hide from client
revert work pooling as the wrong player was getting the wrong game state
ffs needed to think less about *if* something is *seen* and more about *when* it must be *unseen*
clean up usings
handle parenting and sequencing issues that arise on the client
gather needed ents to update recursively
applied suggestions from code review
fix missing recursively contained ents
make assumption that client last saw things on first tick instead of tick zero, as zero would be the "from tick" and first would be he "to tick"
add First tick as constant to GameTick due to relevance above
renamed includedEnts to checkedEnts to make usage more clear
added comments
inverted some conditions to flatten parts of the pvs logic
fixed sending states when already seen (lastChange < lastSeen to lastChange <= lastSeen)
fix sending states when no actual changes (other bugs?)
local caching of currentTick, remove priorTick
* make TransformComponent's Parent setter call Dirty() to handle replicating network state if AttachParent isn't invoked
* fixed parent changed by setting Parent on Transform not updating parent's Children collection and other stuff
rotating parent entities now are visible with their orbiting children if one of their children moves into view
* break out duplicated code as GetLastSeen
* remove unused net.parallelstates
introduce net.pvs to configure enabling/disabling PVS
Removed use of ConcurrentDictionary. It was slow.
Other minor optimizations around the codebase.
Added option for parallel game state generation. Seems slower than doing it single-threaded so off by default for now.
* Fix server sending ALL game states reliably.
Now only large enough game states get sent reliably. This means that when a single client stops ACKing the server isn't spamming a bunch of massive game states into Lidgren to reliably deliver.
* Do not send prototype-duplicated data in game states.
This cuts out component states and ComponentChanged data if this can already be inferred by deserialization of the prototype on the client.
* More comments.
* Remove debugging code.
* Use GetNetComponents instead of GetAllComponents.
Nice little optimization.