Moved Item related stuff to the end of MapEntity.UpdateAll to avoid issues
Added a threadlock to avoid some issue(someday i will take care of) Add a function that automatically log server performence every 60s
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@@ -503,17 +503,19 @@ namespace Barotrauma
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/// </summary>
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public float GetResistance(AfflictionPrefab afflictionPrefab, LimbType limbType)
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{
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// This is a % resistance (0 to 1.0)
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float resistance = 0.0f;
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foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
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{
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var affliction = kvp.Key;
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resistance += affliction.GetResistance(afflictionPrefab.Identifier, limbType);
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lock (afflictions) {
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// This is a % resistance (0 to 1.0)
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float resistance = 0.0f;
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foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
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{
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var affliction = kvp.Key;
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resistance += affliction.GetResistance(afflictionPrefab.Identifier, limbType);
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}
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// This is a multiplier, ie. 0.0 = 100% resistance and 1.0 = 0% resistance
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float abilityResistanceMultiplier = Character.GetAbilityResistance(afflictionPrefab);
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// The returned value is calculated to be a % resistance again
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return 1 - ((1 - resistance) * abilityResistanceMultiplier);
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}
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// This is a multiplier, ie. 0.0 = 100% resistance and 1.0 = 0% resistance
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float abilityResistanceMultiplier = Character.GetAbilityResistance(afflictionPrefab);
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// The returned value is calculated to be a % resistance again
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return 1 - ((1 - resistance) * abilityResistanceMultiplier);
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}
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public float GetStatValue(StatTypes statType)
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@@ -693,30 +693,6 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity:Misc", sw.ElapsedTicks);
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sw.Restart();
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#endif
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Item.UpdatePendingConditionUpdates(deltaTime);
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if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
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{
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Item lastUpdatedItem = null;
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try
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{
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foreach (Item item in Item.ItemList)
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{
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if (GameMain.LuaCs.Game.UpdatePriorityItems.Contains(item)) { continue; }
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lastUpdatedItem = item;
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item.Update(deltaTime * MapEntityUpdateInterval, cam);
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}
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}
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catch (InvalidOperationException e)
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{
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GameAnalyticsManager.AddErrorEventOnce(
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"MapEntity.UpdateAll:ItemUpdateInvalidOperation",
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GameAnalyticsManager.ErrorSeverity.Critical,
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$"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}");
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throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
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}
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}
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Task PItemTask = Task.Factory.StartNew(() =>
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{
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foreach (var item in GameMain.LuaCs.Game.UpdatePriorityItems)
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@@ -727,11 +703,6 @@ namespace Barotrauma
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}
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});
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#if CLIENT
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity:Items", sw.ElapsedTicks);
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sw.Restart();
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#endif
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Task SpawnerTask = Task.Factory.StartNew(() =>
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{
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if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
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@@ -741,7 +712,40 @@ namespace Barotrauma
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Spawner?.Update();
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}
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});
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Task.WaitAll(SpawnerTask, PItemTask, GapTask, StructuralTask);
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Item.UpdatePendingConditionUpdates(deltaTime);
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if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
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{
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lock(Item.ItemList)
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{
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Item lastUpdatedItem = null;
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try
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{
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foreach (Item item in Item.ItemList)
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{
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if (GameMain.LuaCs.Game.UpdatePriorityItems.Contains(item)) { continue; }
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lastUpdatedItem = item;
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item.Update(deltaTime * MapEntityUpdateInterval, cam);
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}
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}
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catch (InvalidOperationException e)
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{
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GameAnalyticsManager.AddErrorEventOnce(
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"MapEntity.UpdateAll:ItemUpdateInvalidOperation",
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GameAnalyticsManager.ErrorSeverity.Critical,
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$"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}");
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throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
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}
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}
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}
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#if CLIENT
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity:Items", sw.ElapsedTicks);
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sw.Restart();
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#endif
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}
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static partial void UpdateAllProjSpecific(float deltaTime);
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