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
@@ -10,12 +10,71 @@ using System.Collections.Generic;
using System.Collections.Immutable;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using System.Xml.Linq;
using Barotrauma.PerkBehaviors;
using Voronoi2;
namespace Barotrauma
{
/// <summary>
/// Thread-safe wrapper for Submarine list operations.
/// Uses copy-on-write pattern for lock-free reads.
/// </summary>
internal class ThreadSafeSubmarineList : IEnumerable<Submarine>
{
private volatile List<Submarine> _list = new List<Submarine>();
private readonly object _writeLock = new object();
public int Count => _list.Count;
public void Add(Submarine submarine)
{
lock (_writeLock)
{
var newList = new List<Submarine>(_list) { submarine };
Interlocked.Exchange(ref _list, newList);
}
}
public bool Remove(Submarine submarine)
{
lock (_writeLock)
{
var newList = new List<Submarine>(_list);
bool removed = newList.Remove(submarine);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
public void Clear()
{
Interlocked.Exchange(ref _list, new List<Submarine>());
}
public bool Contains(Submarine submarine) => _list.Contains(submarine);
public Submarine this[int index] => _list[index];
public IEnumerator<Submarine> GetEnumerator() => _list.GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
// LINQ-friendly methods
public List<Submarine> ToList() => new List<Submarine>(_list);
public Submarine FirstOrDefault(Func<Submarine, bool> predicate) => _list.FirstOrDefault(predicate);
public Submarine Find(Predicate<Submarine> predicate) => _list.Find(predicate);
public List<Submarine> FindAll(Predicate<Submarine> predicate) => _list.FindAll(predicate);
public IEnumerable<Submarine> Where(Func<Submarine, bool> predicate) => _list.Where(predicate);
public bool Any() => _list.Any();
public bool Any(Func<Submarine, bool> predicate) => _list.Any(predicate);
public float Sum(Func<Submarine, float> selector) => _list.Sum(selector);
public IEnumerable<TResult> Select<TResult>(Func<Submarine, TResult> selector) => _list.Select(selector);
}
public enum Direction : byte
{
None = 0, Left = 1, Right = 2
@@ -71,7 +130,7 @@ namespace Barotrauma
get { return MainSubs[0]; }
set { MainSubs[0] = value; }
}
private static readonly List<Submarine> loaded = new List<Submarine>();
private static readonly ThreadSafeSubmarineList loaded = new ThreadSafeSubmarineList();
private readonly Identifier upgradeEventIdentifier;
@@ -96,10 +155,11 @@ namespace Barotrauma
}
}
private static Vector2 lastPickedPosition;
private static float lastPickedFraction;
private static Fixture lastPickedFixture;
private static Vector2 lastPickedNormal;
// ThreadLocal for thread-safe ray casting results
private static readonly ThreadLocal<Vector2> lastPickedPositionLocal = new ThreadLocal<Vector2>();
private static readonly ThreadLocal<float> lastPickedFractionLocal = new ThreadLocal<float>();
private static readonly ThreadLocal<Fixture> lastPickedFixtureLocal = new ThreadLocal<Fixture>();
private static readonly ThreadLocal<Vector2> lastPickedNormalLocal = new ThreadLocal<Vector2>();
private Vector2 prevPosition;
@@ -113,22 +173,22 @@ namespace Barotrauma
public static Vector2 LastPickedPosition
{
get { return lastPickedPosition; }
get { return lastPickedPositionLocal.Value; }
}
public static float LastPickedFraction
{
get { return lastPickedFraction; }
get { return lastPickedFractionLocal.Value; }
}
public static Fixture LastPickedFixture
{
get { return lastPickedFixture; }
get { return lastPickedFixtureLocal.Value; }
}
public static Vector2 LastPickedNormal
{
get { return lastPickedNormal; }
get { return lastPickedNormalLocal.Value; }
}
public bool Loading
@@ -145,7 +205,7 @@ namespace Barotrauma
public List<WayPoint> ForcedOutpostModuleWayPoints = new List<WayPoint>();
public static List<Submarine> Loaded
public static ThreadSafeSubmarineList Loaded
{
get { return loaded; }
}
@@ -854,10 +914,10 @@ namespace Barotrauma
}, ref aabb);
if (closestFraction <= 0.0f)
{
lastPickedPosition = rayStart;
lastPickedFraction = closestFraction;
lastPickedFixture = closestFixture;
lastPickedNormal = closestNormal;
lastPickedPositionLocal.Value = rayStart;
lastPickedFractionLocal.Value = closestFraction;
lastPickedFixtureLocal.Value = closestFixture;
lastPickedNormalLocal.Value = closestNormal;
return closestBody;
}
}
@@ -876,16 +936,22 @@ namespace Barotrauma
return fraction;
}, rayStart, rayEnd, collisionCategory ?? Category.All);
lastPickedPosition = rayStart + (rayEnd - rayStart) * closestFraction;
lastPickedFraction = closestFraction;
lastPickedFixture = closestFixture;
lastPickedNormal = closestNormal;
lastPickedPositionLocal.Value = rayStart + (rayEnd - rayStart) * closestFraction;
lastPickedFractionLocal.Value = closestFraction;
lastPickedFixtureLocal.Value = closestFixture;
lastPickedNormalLocal.Value = closestNormal;
return closestBody;
}
private static readonly Dictionary<Body, float> bodyDist = new Dictionary<Body, float>();
private static readonly List<Body> bodies = new List<Body>();
// ThreadLocal for thread-safe body picking
private static readonly ThreadLocal<Dictionary<Body, float>> bodyDistLocal =
new ThreadLocal<Dictionary<Body, float>>(() => new Dictionary<Body, float>());
private static readonly ThreadLocal<List<Body>> bodiesLocal =
new ThreadLocal<List<Body>>(() => new List<Body>());
private static Dictionary<Body, float> bodyDist => bodyDistLocal.Value;
private static List<Body> bodies => bodiesLocal.Value;
public static float LastPickedBodyDist(Body body)
{
@@ -919,10 +985,10 @@ namespace Barotrauma
}
if (fraction < closestFraction)
{
lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction;
lastPickedFraction = fraction;
lastPickedNormal = normal;
lastPickedFixture = fixture;
lastPickedPositionLocal.Value = rayStart + (rayEnd - rayStart) * fraction;
lastPickedFractionLocal.Value = fraction;
lastPickedNormalLocal.Value = normal;
lastPickedFixtureLocal.Value = fixture;
}
//continue
return -1;
@@ -940,10 +1006,10 @@ namespace Barotrauma
if (!fixture.Shape.TestPoint(ref transform, ref rayStart)) { return true; }
closestFraction = 0.0f;
lastPickedPosition = rayStart;
lastPickedFraction = 0.0f;
lastPickedNormal = Vector2.Normalize(rayEnd - rayStart);
lastPickedFixture = fixture;
lastPickedPositionLocal.Value = rayStart;
lastPickedFractionLocal.Value = 0.0f;
lastPickedNormalLocal.Value = Vector2.Normalize(rayEnd - rayStart);
lastPickedFixtureLocal.Value = fixture;
bodies.Add(fixture.Body);
bodyDist[fixture.Body] = 0.0f;
return false;
@@ -1011,7 +1077,7 @@ namespace Barotrauma
if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.01f)
{
lastPickedPosition = rayEnd;
lastPickedPositionLocal.Value = rayEnd;
return null;
}
@@ -1053,10 +1119,10 @@ namespace Barotrauma
, rayStart, rayEnd);
lastPickedPosition = rayStart + (rayEnd - rayStart) * closestFraction;
lastPickedFraction = closestFraction;
lastPickedFixture = closestFixture;
lastPickedNormal = closestNormal;
lastPickedPositionLocal.Value = rayStart + (rayEnd - rayStart) * closestFraction;
lastPickedFractionLocal.Value = closestFraction;
lastPickedFixtureLocal.Value = closestFixture;
lastPickedNormalLocal.Value = closestNormal;
return closestBody;
}
@@ -1077,7 +1143,7 @@ namespace Barotrauma
Item.UpdateHulls();
List<Item> bodyItems = Item.ItemList.FindAll(it => it.Submarine == this && it.body != null);
List<Item> bodyItems = Item.ItemList.Where(it => it.Submarine == this && it.body != null).ToList();
List<MapEntity> subEntities = MapEntity.MapEntityList.FindAll(me => me.Submarine == this);
foreach (MapEntity e in subEntities)
@@ -1511,9 +1577,9 @@ namespace Barotrauma
public List<WayPoint> GetWaypoints(bool alsoFromConnectedSubs) => GetEntities(alsoFromConnectedSubs, WayPoint.WayPointList);
public List<Structure> GetWalls(bool alsoFromConnectedSubs) => GetEntities(alsoFromConnectedSubs, Structure.WallList);
public List<T> GetEntities<T>(bool includingConnectedSubs, List<T> list) where T : MapEntity
public List<T> GetEntities<T>(bool includingConnectedSubs, IEnumerable<T> list) where T : MapEntity
{
return list.FindAll(e => IsEntityFoundOnThisSub(e, includingConnectedSubs));
return list.Where(e => IsEntityFoundOnThisSub(e, includingConnectedSubs)).ToList();
}
public List<(ItemContainer container, int freeSlots)> GetCargoContainers()
@@ -1538,11 +1604,6 @@ namespace Barotrauma
return containers;
}
public IEnumerable<T> GetEntities<T>(bool includingConnectedSubs, IEnumerable<T> list) where T : MapEntity
{
return list.Where(e => IsEntityFoundOnThisSub(e, includingConnectedSubs));
}
public bool IsEntityFoundOnThisSub(MapEntity entity, bool includingConnectedSubs, bool allowDifferentTeam = false, bool allowDifferentType = false)
{
if (entity == null) { return false; }
@@ -1665,9 +1726,8 @@ namespace Barotrauma
HiddenSubPosition += Vector2.UnitY * GameMain.GameSession.LevelData.Size.Y;
}
for (int i = 0; i < loaded.Count; i++)
foreach (Submarine sub in loaded)
{
Submarine sub = loaded[i];
HiddenSubPosition =
new Vector2(
//1st sub on the left side, 2nd on the right, etc
@@ -1799,10 +1859,9 @@ namespace Barotrauma
}
entityGrid = Hull.GenerateEntityGrid(this);
for (int i = 0; i < MapEntity.MapEntityList.Count; i++)
foreach (MapEntity me in MapEntity.MapEntityList.Where(e => e.Submarine == this))
{
if (MapEntity.MapEntityList[i].Submarine != this) { continue; }
MapEntity.MapEntityList[i].Move(HiddenSubPosition, ignoreContacts: true);
me.Move(HiddenSubPosition, ignoreContacts: true);
}
Loading = false;
@@ -2147,7 +2206,7 @@ namespace Barotrauma
DebugConsole.ThrowError("Error while removing \"" + item.Name + "\"!", e);
}
}
Item.ItemList.Clear();
Item.ClearAllItemCollections();
}
Ragdoll.RemoveAll();
@@ -2156,7 +2215,7 @@ namespace Barotrauma
GameMain.World = null;
Powered.Grids.Clear();
Powered.ChangedConnections.Clear();
Powered.ClearChangedConnections();
GC.Collect();
@@ -2196,7 +2255,7 @@ namespace Barotrauma
ConnectedDockingPorts?.Clear();
Powered.ChangedConnections.Clear();
Powered.ClearChangedConnections();
Powered.Grids.Clear();
loaded.Remove(this);