Reapply "OBT1.1.0 Merge branch 'dev_pte' into dev"
This reverts commit 046483b9da.
This commit is contained in:
@@ -2,6 +2,7 @@
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using FarseerPhysics.Dynamics;
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@@ -14,9 +15,9 @@ namespace Barotrauma.Items.Components
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{
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partial class Door : Pickable, IDrawableComponent, IServerSerializable
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{
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private static readonly HashSet<Door> doorList = new HashSet<Door>();
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private static readonly ConcurrentDictionary<Door, byte> _doorDict = new ConcurrentDictionary<Door, byte>();
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public static IReadOnlyCollection<Door> DoorList { get { return doorList; } }
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public static ICollection<Door> DoorList => _doorDict.Keys;
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private Gap linkedGap;
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private bool isOpen;
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@@ -277,7 +278,7 @@ namespace Barotrauma.Items.Components
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}
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IsActive = true;
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doorList.Add(this);
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_doorDict.TryAdd(this, 0);
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}
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public override void OnItemLoaded()
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@@ -313,13 +314,21 @@ namespace Barotrauma.Items.Components
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public override void Move(Vector2 amount, bool ignoreContacts = false)
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{
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if (ignoreContacts)
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// Defer physics operation if in parallel context (Farseer is not thread-safe)
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if (Body != null)
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{
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Body?.SetTransformIgnoreContacts(Body.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f);
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}
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else
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{
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Body?.SetTransform(Body.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f);
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var capturedBody = Body;
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var capturedNewPos = Body.SimPosition + ConvertUnits.ToSimUnits(amount);
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if (ignoreContacts)
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{
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PhysicsBodyQueue.ExecuteOrDefer(() =>
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capturedBody.SetTransformIgnoreContacts(capturedNewPos, 0.0f));
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}
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else
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{
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PhysicsBodyQueue.ExecuteOrDefer(() =>
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capturedBody.SetTransform(capturedNewPos, 0.0f));
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}
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}
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#if CLIENT
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UpdateConvexHulls();
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@@ -669,7 +678,7 @@ namespace Barotrauma.Items.Components
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convexHull2?.Remove();
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#endif
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doorList.Remove(this);
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_doorDict.TryRemove(this, out _);
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}
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private bool CheckSubmarinesInDoorWay()
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@@ -785,13 +794,19 @@ namespace Barotrauma.Items.Components
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//immediately teleport it to the correct side
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if (Math.Sign(diff) != dir)
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{
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// Defer physics operation if in parallel context (Farseer is not thread-safe)
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var capturedBody = body;
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if (IsHorizontal)
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{
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body.SetTransformIgnoreContacts(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * doorRectSimSize.Y * 2.0f), body.Rotation);
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Vector2 newPos = new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * doorRectSimSize.Y * 2.0f);
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float rotation = body.Rotation;
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PhysicsBodyQueue.ExecuteOrDefer(() => capturedBody.SetTransformIgnoreContacts(newPos, rotation));
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}
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else
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{
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body.SetTransformIgnoreContacts(new Vector2(item.SimPosition.X + dir * doorRectSimSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
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Vector2 newPos = new Vector2(item.SimPosition.X + dir * doorRectSimSize.X * 1.2f, body.SimPosition.Y);
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float rotation = body.Rotation;
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PhysicsBodyQueue.ExecuteOrDefer(() => capturedBody.SetTransformIgnoreContacts(newPos, rotation));
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}
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}
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