Refactor single-thread worker

Re-parallel Hull Update
Use new gap shaffle algorithm
This commit is contained in:
NotAlwaysTrue
2026-04-30 20:05:23 +08:00
parent 099d664731
commit 02689d0d86
6 changed files with 90 additions and 26 deletions

View File

@@ -93,6 +93,7 @@ namespace Barotrauma
private static bool hasShutDown = false;
private static void ShutDown()
{
SingleThreadWorker.Instance.Dispose();
if (hasShutDown) { return; }
hasShutDown = true;

View File

@@ -814,7 +814,7 @@ namespace Barotrauma
if (outsideCollisionBlocker == null) { return false; }
if (IsRoomToRoom || Submarine == null || open <= 0.0f || linkedTo.Count == 0 || linkedTo[0] is not Hull)
{
SingleThreadWorker.GlobalWorker.AddAction(() =>
SingleThreadWorker.Instance.AddAction(() =>
{
if (outsideCollisionBlocker == null) { return; }
outsideCollisionBlocker.Enabled = false;

View File

@@ -888,22 +888,24 @@ namespace Barotrauma
Oxygen -= OxygenDeteriorationSpeed * deltaTime;
if (FakeFireSources.Count > 0)
SingleThreadWorker.Instance.AddAction(() =>
{
if ((Character.Controlled?.CharacterHealth?.GetAffliction("psychosis")?.Strength ?? 0.0f) <= 0.0f)
if (FakeFireSources.Count > 0)
{
for (int i = FakeFireSources.Count - 1; i >= 0; i--)
if ((Character.Controlled?.CharacterHealth?.GetAffliction("psychosis")?.Strength ?? 0.0f) <= 0.0f)
{
if (FakeFireSources[i].CausedByPsychosis)
for (int i = FakeFireSources.Count - 1; i >= 0; i--)
{
FakeFireSources[i].Remove();
if (FakeFireSources[i].CausedByPsychosis)
{
FakeFireSources[i].Remove();
}
}
}
FireSource.UpdateAll(FakeFireSources, deltaTime);
}
FireSource.UpdateAll(FakeFireSources, deltaTime);
}
FireSource.UpdateAll(FireSources, deltaTime);
FireSource.UpdateAll(FireSources, deltaTime);
});
foreach (Decal decal in decals)
{

View File

@@ -8,6 +8,7 @@ using System.Linq;
using System.Reflection;
using System.Threading.Tasks;
using System.Xml.Linq;
using static OneOf.Types.TrueFalseOrNull;
namespace Barotrauma
{
@@ -642,6 +643,7 @@ namespace Barotrauma
/// </summary>
public static void UpdateAll(float deltaTime, Camera cam, ParallelOptions parallelOptions)
{
Random rand = new Random();
#if CLIENT
var sw = new System.Diagnostics.Stopwatch();
sw.Start();
@@ -652,9 +654,15 @@ namespace Barotrauma
var structureList = Structure.WallList.ToList();
List<Gap> gapList = Gap.GapList.ToList();
List<Gap> shuffledGaps = new List<Gap>(gapList?.OrderBy(g => Rand.Int(int.MaxValue)));
// In case if it failed, but why it would fail?
shuffledGaps = shuffledGaps ?? gapList;
// This should never break again... right?
int n = gapList.Count;
while (n > 1)
{
n--;
int k = rand.Next(n + 1);
(gapList[n], gapList[k]) = (gapList[k], gapList[n]);
}
var itemList = Item.ItemList.ToList();
@@ -662,11 +670,11 @@ namespace Barotrauma
Parallel.Invoke(parallelOptions,
() =>
{
// basically nothing here is thread-safe so
foreach (var hull in hullList)
Parallel.ForEach(hullList, parallelOptions, hull =>
{
hull.Update(deltaTime, cam);
}
});
},
// Structure parallel update
() =>
@@ -685,7 +693,7 @@ namespace Barotrauma
// moved waterflow reset here to see if we can reduce at least some time
{
// PLEASE WORK
Parallel.ForEach(shuffledGaps, parallelOptions, gap =>
Parallel.ForEach(gapList, parallelOptions, gap =>
{
gap.ResetWaterFlowThisFrame();
gap.Update(deltaTime, cam);
@@ -698,8 +706,6 @@ namespace Barotrauma
}
);
SingleThreadWorker.GlobalWorker.RunActions();
#if CLIENT
// Hull Cheats need to be executed after Hull update
Hull.UpdateCheats(deltaTime, cam);

View File

@@ -6,6 +6,7 @@ using System.Threading.Tasks;
using System.Linq;
using System.Collections.Generic;
using System;
using static Barotrauma.SingleThreadWorker;
#if DEBUG && CLIENT
@@ -261,7 +262,6 @@ namespace Barotrauma
Ragdoll.UpdateAll((float)deltaTime, Cam);
SingleThreadWorker.GlobalWorker.RunActions();
#if CLIENT
sw.Stop();
@@ -279,6 +279,9 @@ namespace Barotrauma
GameMain.PerformanceCounter.AddElapsedTicks("Update:Submarine", sw.ElapsedTicks);
sw.Restart();
#endif
SingleThreadActionStandbySignal.Wait();
try
{
GameMain.World.Step((float)Timing.Step);
@@ -290,6 +293,8 @@ namespace Barotrauma
GameAnalyticsManager.AddErrorEventOnce("GameScreen.Update:WorldLockedException" + e.Message, GameAnalyticsManager.ErrorSeverity.Critical, errorMsg);
}
SingleThreadActionStandbySignal.Release();
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Physics", sw.ElapsedTicks);

View File

@@ -1,5 +1,9 @@
using System;
using Barotrauma.Networking;
using System;
using System.Collections.Concurrent;
using System.Threading;
using System.Threading.Tasks;
using static Barotrauma.EosInterface.Ownership;
namespace Barotrauma
{
@@ -7,7 +11,13 @@ namespace Barotrauma
{
private ConcurrentQueue<Action> ActionQueue;
public static SingleThreadWorker GlobalWorker = new SingleThreadWorker();
public static SingleThreadWorker Instance = new SingleThreadWorker();
private readonly CancellationTokenSource cancellationTokenSource = new CancellationTokenSource();
private readonly SemaphoreSlim actionSignal = new SemaphoreSlim(0);
private static Task WorkerTask;
public static readonly SemaphoreSlim SingleThreadActionStandbySignal = new SemaphoreSlim(1);
/// <summary>
/// Initilize a SingleThreadWorker
@@ -16,35 +26,75 @@ namespace Barotrauma
public SingleThreadWorker()
{
ActionQueue = new ConcurrentQueue<Action>();
WorkerTask = CreateProcessTask(cancellationTokenSource.Token);
}
public void Dispose()
{
cancellationTokenSource.Cancel();
WorkerTask.Wait();
WorkerTask.Dispose();
Instance = null;
cancellationTokenSource.Dispose();
actionSignal.Dispose();
SingleThreadActionStandbySignal.Dispose();
}
private async Task CreateProcessTask(CancellationToken token)
{
while (!token.IsCancellationRequested)
{
try
{
await actionSignal.WaitAsync(100, token);
SingleThreadActionStandbySignal.Wait(CancellationToken.None);
RunActions();
}
catch (OperationCanceledException)
{
break;
}
finally
{
SingleThreadActionStandbySignal.Release();
}
}
}
/// <summary>
/// Add a pending action in a STW queue
/// Add a pending action in a STW queue.
/// DO NOT ABUSE IT OR IT WILL SLOW DOWN MAIN THREAD!!!!
/// </summary>
/// <param name="action"></param>
public void AddAction(Action action)
{
// enqueue and let background task handle the rest
ActionQueue.Enqueue(action);
if (actionSignal.CurrentCount == 0)
{
actionSignal.Release();
}
}
/// <summary>
/// Run all pending actions in the STW queue
/// </summary>
[STAThread]
public void RunActions()
private void RunActions()
{
while (ActionQueue.TryDequeue(out Action action))
{
try
{
action();
action.Invoke();
}
catch (Exception e)
{
// Just try-catch and do nothing but print errorlogs. We cannot afford crashing the game.
ConsoleColor originalForeground = Console.ForegroundColor;
Console.ForegroundColor = ConsoleColor.Yellow;
Console.WriteLine($"WARNING: Error occurred when running Single Thread Actions. " +
Console.WriteLine($"WARNING: Error occurred when running Single Thread Actions." +
$"If the server didn't crash or stop responding then this should be fine \n{e}");
Console.ForegroundColor = Console.ForegroundColor;
}