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
@@ -93,6 +93,7 @@ namespace Barotrauma
private static bool hasShutDown = false; private static bool hasShutDown = false;
private static void ShutDown() private static void ShutDown()
{ {
SingleThreadWorker.Instance.Dispose();
if (hasShutDown) { return; } if (hasShutDown) { return; }
hasShutDown = true; hasShutDown = true;
@@ -814,7 +814,7 @@ namespace Barotrauma
if (outsideCollisionBlocker == null) { return false; } if (outsideCollisionBlocker == null) { return false; }
if (IsRoomToRoom || Submarine == null || open <= 0.0f || linkedTo.Count == 0 || linkedTo[0] is not Hull) 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; } if (outsideCollisionBlocker == null) { return; }
outsideCollisionBlocker.Enabled = false; outsideCollisionBlocker.Enabled = false;
@@ -888,22 +888,24 @@ namespace Barotrauma
Oxygen -= OxygenDeteriorationSpeed * deltaTime; 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) foreach (Decal decal in decals)
{ {
@@ -8,6 +8,7 @@ using System.Linq;
using System.Reflection; using System.Reflection;
using System.Threading.Tasks; using System.Threading.Tasks;
using System.Xml.Linq; using System.Xml.Linq;
using static OneOf.Types.TrueFalseOrNull;
namespace Barotrauma namespace Barotrauma
{ {
@@ -642,6 +643,7 @@ namespace Barotrauma
/// </summary> /// </summary>
public static void UpdateAll(float deltaTime, Camera cam, ParallelOptions parallelOptions) public static void UpdateAll(float deltaTime, Camera cam, ParallelOptions parallelOptions)
{ {
Random rand = new Random();
#if CLIENT #if CLIENT
var sw = new System.Diagnostics.Stopwatch(); var sw = new System.Diagnostics.Stopwatch();
sw.Start(); sw.Start();
@@ -652,9 +654,15 @@ namespace Barotrauma
var structureList = Structure.WallList.ToList(); var structureList = Structure.WallList.ToList();
List<Gap> gapList = Gap.GapList.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? // This should never break again... right?
shuffledGaps = shuffledGaps ?? gapList; 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(); var itemList = Item.ItemList.ToList();
@@ -662,11 +670,11 @@ namespace Barotrauma
Parallel.Invoke(parallelOptions, Parallel.Invoke(parallelOptions,
() => () =>
{ {
// basically nothing here is thread-safe so Parallel.ForEach(hullList, parallelOptions, hull =>
foreach (var hull in hullList)
{ {
hull.Update(deltaTime, cam); hull.Update(deltaTime, cam);
} });
}, },
// Structure parallel update // Structure parallel update
() => () =>
@@ -685,7 +693,7 @@ namespace Barotrauma
// moved waterflow reset here to see if we can reduce at least some time // moved waterflow reset here to see if we can reduce at least some time
{ {
// PLEASE WORK // PLEASE WORK
Parallel.ForEach(shuffledGaps, parallelOptions, gap => Parallel.ForEach(gapList, parallelOptions, gap =>
{ {
gap.ResetWaterFlowThisFrame(); gap.ResetWaterFlowThisFrame();
gap.Update(deltaTime, cam); gap.Update(deltaTime, cam);
@@ -698,8 +706,6 @@ namespace Barotrauma
} }
); );
SingleThreadWorker.GlobalWorker.RunActions();
#if CLIENT #if CLIENT
// Hull Cheats need to be executed after Hull update // Hull Cheats need to be executed after Hull update
Hull.UpdateCheats(deltaTime, cam); Hull.UpdateCheats(deltaTime, cam);
@@ -6,6 +6,7 @@ using System.Threading.Tasks;
using System.Linq; using System.Linq;
using System.Collections.Generic; using System.Collections.Generic;
using System; using System;
using static Barotrauma.SingleThreadWorker;
#if DEBUG && CLIENT #if DEBUG && CLIENT
@@ -261,7 +262,6 @@ namespace Barotrauma
Ragdoll.UpdateAll((float)deltaTime, Cam); Ragdoll.UpdateAll((float)deltaTime, Cam);
SingleThreadWorker.GlobalWorker.RunActions();
#if CLIENT #if CLIENT
sw.Stop(); sw.Stop();
@@ -279,6 +279,9 @@ namespace Barotrauma
GameMain.PerformanceCounter.AddElapsedTicks("Update:Submarine", sw.ElapsedTicks); GameMain.PerformanceCounter.AddElapsedTicks("Update:Submarine", sw.ElapsedTicks);
sw.Restart(); sw.Restart();
#endif #endif
SingleThreadActionStandbySignal.Wait();
try try
{ {
GameMain.World.Step((float)Timing.Step); GameMain.World.Step((float)Timing.Step);
@@ -290,6 +293,8 @@ namespace Barotrauma
GameAnalyticsManager.AddErrorEventOnce("GameScreen.Update:WorldLockedException" + e.Message, GameAnalyticsManager.ErrorSeverity.Critical, errorMsg); GameAnalyticsManager.AddErrorEventOnce("GameScreen.Update:WorldLockedException" + e.Message, GameAnalyticsManager.ErrorSeverity.Critical, errorMsg);
} }
SingleThreadActionStandbySignal.Release();
#if CLIENT #if CLIENT
sw.Stop(); sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Physics", sw.ElapsedTicks); GameMain.PerformanceCounter.AddElapsedTicks("Update:Physics", sw.ElapsedTicks);
@@ -1,5 +1,9 @@
using System; using Barotrauma.Networking;
using System;
using System.Collections.Concurrent; using System.Collections.Concurrent;
using System.Threading;
using System.Threading.Tasks;
using static Barotrauma.EosInterface.Ownership;
namespace Barotrauma namespace Barotrauma
{ {
@@ -7,7 +11,13 @@ namespace Barotrauma
{ {
private ConcurrentQueue<Action> ActionQueue; 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> /// <summary>
/// Initilize a SingleThreadWorker /// Initilize a SingleThreadWorker
@@ -16,35 +26,75 @@ namespace Barotrauma
public SingleThreadWorker() public SingleThreadWorker()
{ {
ActionQueue = new ConcurrentQueue<Action>(); 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> /// <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> /// </summary>
/// <param name="action"></param> /// <param name="action"></param>
public void AddAction(Action action) public void AddAction(Action action)
{ {
// enqueue and let background task handle the rest
ActionQueue.Enqueue(action); ActionQueue.Enqueue(action);
if (actionSignal.CurrentCount == 0)
{
actionSignal.Release();
}
} }
/// <summary> /// <summary>
/// Run all pending actions in the STW queue /// Run all pending actions in the STW queue
/// </summary> /// </summary>
[STAThread] [STAThread]
public void RunActions() private void RunActions()
{ {
while (ActionQueue.TryDequeue(out Action action)) while (ActionQueue.TryDequeue(out Action action))
{ {
try try
{ {
action(); action.Invoke();
} }
catch (Exception e) catch (Exception e)
{ {
// Just try-catch and do nothing but print errorlogs. We cannot afford crashing the game. // Just try-catch and do nothing but print errorlogs. We cannot afford crashing the game.
ConsoleColor originalForeground = Console.ForegroundColor; ConsoleColor originalForeground = Console.ForegroundColor;
Console.ForegroundColor = ConsoleColor.Yellow; 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}"); $"If the server didn't crash or stop responding then this should be fine \n{e}");
Console.ForegroundColor = Console.ForegroundColor; Console.ForegroundColor = Console.ForegroundColor;
} }