Reapply "OBT1.1.0 Merge branch 'dev_pte' into dev"

This reverts commit 046483b9da.
This commit is contained in:
NotAlwaysTrue
2026-04-30 21:59:54 +08:00
parent 02689d0d86
commit 25683dcf39
85 changed files with 2413 additions and 779 deletions
@@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Diagnostics;
using System.Globalization;
using System.Linq;
using System.Threading;
using System.Xml.Linq;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
@@ -14,6 +15,55 @@ using Microsoft.Xna.Framework;
namespace Barotrauma.MapCreatures.Behavior
{
/// <summary>
/// Thread-safe wrapper for BallastFloraBehavior list operations.
/// Uses copy-on-write pattern for lock-free reads.
/// </summary>
internal class ThreadSafeBallastFloraList : IEnumerable<BallastFloraBehavior>
{
private volatile List<BallastFloraBehavior> _list = new List<BallastFloraBehavior>();
private readonly object _writeLock = new object();
public int Count => _list.Count;
public void Add(BallastFloraBehavior entity)
{
lock (_writeLock)
{
var newList = new List<BallastFloraBehavior>(_list) { entity };
Interlocked.Exchange(ref _list, newList);
}
}
public bool Remove(BallastFloraBehavior entity)
{
lock (_writeLock)
{
var newList = new List<BallastFloraBehavior>(_list);
bool removed = newList.Remove(entity);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
public void Clear()
{
Interlocked.Exchange(ref _list, new List<BallastFloraBehavior>());
}
public IEnumerator<BallastFloraBehavior> GetEnumerator() => _list.GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
// LINQ-friendly methods
public List<BallastFloraBehavior> ToList() => new List<BallastFloraBehavior>(_list);
public bool Any() => _list.Any();
public bool Any(Func<BallastFloraBehavior, bool> predicate) => _list.Any(predicate);
public IEnumerable<BallastFloraBehavior> Where(Func<BallastFloraBehavior, bool> predicate) => _list.Where(predicate);
}
class BallastFloraBranch : VineTile
{
public readonly BallastFloraBehavior? ParentBallastFlora;
@@ -132,7 +182,7 @@ namespace Barotrauma.MapCreatures.Behavior
public List<Tuple<Vector2, Vector2>> debugSearchLines = new List<Tuple<Vector2, Vector2>>();
#endif
private readonly static List<BallastFloraBehavior> _entityList = new List<BallastFloraBehavior>();
private readonly static ThreadSafeBallastFloraList _entityList = new ThreadSafeBallastFloraList();
public static IEnumerable<BallastFloraBehavior> EntityList => _entityList;
public enum NetworkHeader
@@ -307,6 +357,12 @@ namespace Barotrauma.MapCreatures.Behavior
public readonly List<BallastFloraBranch> Branches = new List<BallastFloraBranch>();
private BallastFloraBranch? root;
private readonly List<Body> bodies = new List<Body>();
/// <summary>
/// Branches that need physics bodies created on the main thread.
/// </summary>
private readonly List<BallastFloraBranch> pendingBodyCreations = new List<BallastFloraBranch>();
private readonly object pendingBodyCreationsLock = new object();
private bool isDead;
@@ -347,7 +403,8 @@ namespace Barotrauma.MapCreatures.Behavior
}
}
UpdateConnections(branch);
CreateBody(branch);
// OnMapLoaded runs on the main thread, so we can create bodies immediately
CreateBody(branch, immediate: true);
}
}
@@ -998,10 +1055,52 @@ namespace Barotrauma.MapCreatures.Behavior
}
/// <summary>
/// Create a body for a branch which works as the hitbox for flamer
/// Queue a physics body creation for a branch.
/// The actual body will be created on the main thread to ensure thread safety.
/// </summary>
/// <param name="branch"></param>
private void CreateBody(BallastFloraBranch branch)
/// <param name="branch">The branch to create a body for</param>
/// <param name="immediate">If true, create the body immediately (only safe when called from main thread)</param>
private void CreateBody(BallastFloraBranch branch, bool immediate = false)
{
if (immediate)
{
CreateBodyImmediate(branch);
return;
}
lock (pendingBodyCreationsLock)
{
pendingBodyCreations.Add(branch);
}
PhysicsBodyQueue.EnqueueCreation(() => ProcessPendingBodyCreations());
}
/// <summary>
/// Process all pending body creations on the main thread.
/// This ensures Farseer Physics operations are thread-safe.
/// </summary>
private void ProcessPendingBodyCreations()
{
List<BallastFloraBranch> branchesToProcess;
lock (pendingBodyCreationsLock)
{
if (pendingBodyCreations.Count == 0) { return; }
branchesToProcess = new List<BallastFloraBranch>(pendingBodyCreations);
pendingBodyCreations.Clear();
}
foreach (var branch in branchesToProcess)
{
if (branch.Removed) { continue; }
CreateBodyImmediate(branch);
}
}
/// <summary>
/// Actually create the physics body for a branch.
/// Must be called on the main thread.
/// </summary>
private void CreateBodyImmediate(BallastFloraBranch branch)
{
Rectangle rect = branch.Rect;
Vector2 pos = Parent.Position + Offset + branch.Position;