Defer physics transforms to ensure thread safety

Refactored multiple components to defer Farseer physics transform operations using PhysicsBodyQueue, preventing unsafe calls from parallel contexts. This change addresses thread safety issues with Farseer's DynamicTree and ensures transforms are executed in a safe context. Also increased the spawn amount limit in DebugConsole from 100 to 100000.
This commit is contained in:
Eero
2025-12-28 17:14:16 +08:00
parent 59bf2749dd
commit 1db14631df
6 changed files with 76 additions and 22 deletions
@@ -314,13 +314,21 @@ namespace Barotrauma.Items.Components
public override void Move(Vector2 amount, bool ignoreContacts = false)
{
if (ignoreContacts)
// Defer physics operation if in parallel context (Farseer is not thread-safe)
if (Body != null)
{
Body?.SetTransformIgnoreContacts(Body.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f);
}
else
{
Body?.SetTransform(Body.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f);
var capturedBody = Body;
var capturedNewPos = Body.SimPosition + ConvertUnits.ToSimUnits(amount);
if (ignoreContacts)
{
PhysicsBodyQueue.ExecuteOrDefer(() =>
capturedBody.SetTransformIgnoreContacts(capturedNewPos, 0.0f));
}
else
{
PhysicsBodyQueue.ExecuteOrDefer(() =>
capturedBody.SetTransform(capturedNewPos, 0.0f));
}
}
#if CLIENT
UpdateConvexHulls();
@@ -786,13 +794,19 @@ namespace Barotrauma.Items.Components
//immediately teleport it to the correct side
if (Math.Sign(diff) != dir)
{
// Defer physics operation if in parallel context (Farseer is not thread-safe)
var capturedBody = body;
if (IsHorizontal)
{
body.SetTransformIgnoreContacts(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * doorRectSimSize.Y * 2.0f), body.Rotation);
Vector2 newPos = new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * doorRectSimSize.Y * 2.0f);
float rotation = body.Rotation;
PhysicsBodyQueue.ExecuteOrDefer(() => capturedBody.SetTransformIgnoreContacts(newPos, rotation));
}
else
{
body.SetTransformIgnoreContacts(new Vector2(item.SimPosition.X + dir * doorRectSimSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
Vector2 newPos = new Vector2(item.SimPosition.X + dir * doorRectSimSize.X * 1.2f, body.SimPosition.Y);
float rotation = body.Rotation;
PhysicsBodyQueue.ExecuteOrDefer(() => capturedBody.SetTransformIgnoreContacts(newPos, rotation));
}
}
@@ -92,13 +92,16 @@ namespace Barotrauma.Items.Components
{
if (trigger != null && amount.LengthSquared() > 0.00001f)
{
// Defer physics operation if in parallel context (Farseer is not thread-safe)
var capturedTrigger = trigger;
var capturedPos = item.SimPosition;
if (ignoreContacts)
{
trigger.SetTransformIgnoreContacts(item.SimPosition, 0.0f);
PhysicsBodyQueue.ExecuteOrDefer(() => capturedTrigger.SetTransformIgnoreContacts(capturedPos, 0.0f));
}
else
{
trigger.SetTransform(item.SimPosition, 0.0f);
PhysicsBodyQueue.ExecuteOrDefer(() => capturedTrigger.SetTransform(capturedPos, 0.0f));
}
}
}
@@ -134,7 +137,10 @@ namespace Barotrauma.Items.Components
}
if (trigger != null && Vector2.DistanceSquared(item.SimPosition, trigger.SimPosition) > 0.01f)
{
trigger.SetTransform(item.SimPosition, 0.0f);
// Defer physics operation if in parallel context (Farseer is not thread-safe)
var capturedTrigger = trigger;
var capturedPos = item.SimPosition;
PhysicsBodyQueue.ExecuteOrDefer(() => capturedTrigger.SetTransform(capturedPos, 0.0f));
}
IsActive = false;
}
@@ -1011,7 +1011,11 @@ namespace Barotrauma.Items.Components
if (flippedX ^ flippedY) { rotation = -rotation; }
rotation += -item.RotationRad;
}
contained.Item.body.FarseerBody.SetTransformIgnoreContacts(ref simPos, rotation);
// Defer physics operation if in parallel context (Farseer is not thread-safe)
var capturedBody = contained.Item.body.FarseerBody;
var capturedSimPos = simPos;
var capturedRotation = rotation;
PhysicsBodyQueue.ExecuteOrDefer(() => capturedBody.SetTransformIgnoreContacts(ref capturedSimPos, capturedRotation));
contained.Item.body.UpdateDrawPosition(interpolate: false);
}
catch (Exception e)
@@ -312,13 +312,18 @@ namespace Barotrauma.Items.Components
Matrix transform = Matrix.CreateRotationZ(-item.RotationRad);
offset = Vector2.Transform(offset, transform);
}
// Defer physics operations if in parallel context (Farseer is not thread-safe)
var capturedBody = PhysicsBody;
var capturedPos = item.SimPosition + offset;
var capturedRot = -item.RotationRad;
if (ignoreContacts)
{
PhysicsBody.SetTransformIgnoreContacts(item.SimPosition + offset, -item.RotationRad);
PhysicsBodyQueue.ExecuteOrDefer(() => capturedBody.SetTransformIgnoreContacts(capturedPos, capturedRot));
}
else
{
PhysicsBody.SetTransform(item.SimPosition + offset, -item.RotationRad);
PhysicsBodyQueue.ExecuteOrDefer(() => capturedBody.SetTransform(capturedPos, capturedRot));
}
PhysicsBody.UpdateDrawPosition();
}