Make collections thread-safe for AI and character systems
Refactored various collections (lists, dictionaries, queues, and caches) in AI, character, animation, and item component systems to use thread-safe patterns and concurrent data structures. This includes introducing copy-on-write wrappers, ConcurrentDictionary, ConcurrentQueue, and ThreadLocal where appropriate to ensure safe concurrent access and mutation, improving stability in multi-threaded scenarios.
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@@ -7,10 +7,12 @@ using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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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.Collections.Immutable;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using System.Xml.Linq;
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#if SERVER
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using System.Text;
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@@ -28,12 +30,70 @@ namespace Barotrauma
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public readonly record struct TalentResistanceIdentifier(Identifier ResistanceIdentifier, Identifier TalentIdentifier);
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/// <summary>
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/// Thread-safe wrapper for character list operations.
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/// Provides lock-free read operations and synchronized write operations.
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/// </summary>
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class ThreadSafeCharacterList : IEnumerable<Character>
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{
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private volatile List<Character> _list = new List<Character>();
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private readonly object _writeLock = new object();
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public int Count => _list.Count;
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public void Add(Character character)
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{
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lock (_writeLock)
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{
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var newList = new List<Character>(_list) { character };
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Interlocked.Exchange(ref _list, newList);
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}
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}
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public bool Remove(Character character)
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{
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lock (_writeLock)
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{
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var newList = new List<Character>(_list);
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bool removed = newList.Remove(character);
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if (removed)
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{
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Interlocked.Exchange(ref _list, newList);
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}
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return removed;
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}
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}
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public void Clear()
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{
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Interlocked.Exchange(ref _list, new List<Character>());
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}
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public bool Contains(Character character) => _list.Contains(character);
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public Character this[int index] => _list[index];
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public IEnumerator<Character> GetEnumerator() => _list.GetEnumerator();
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System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
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// LINQ-friendly snapshot for complex queries
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public List<Character> ToList() => new List<Character>(_list);
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public Character FirstOrDefault(Func<Character, bool> predicate) => _list.FirstOrDefault(predicate);
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public Character Find(Predicate<Character> predicate) => _list.Find(predicate);
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public List<Character> FindAll(Predicate<Character> predicate) => _list.FindAll(predicate);
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public IEnumerable<Character> Where(Func<Character, bool> predicate) => _list.Where(predicate);
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public bool Any(Func<Character, bool> predicate) => _list.Any(predicate);
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public bool None(Func<Character, bool> predicate) => !_list.Any(predicate);
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public int CountWhere(Func<Character, bool> predicate) => _list.Count(predicate);
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}
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partial class Character : Entity, IDamageable, ISerializableEntity, IClientSerializable, IServerPositionSync
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{
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public static readonly List<Character> CharacterList = new List<Character>();
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public static readonly ThreadSafeCharacterList CharacterList = new ThreadSafeCharacterList();
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public static int CharacterUpdateInterval = 1;
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private static int characterUpdateTick = 1;
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private static volatile int characterUpdateTick = 1;
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public const float MaxHighlightDistance = 150.0f;
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public const float MaxDragDistance = 200.0f;
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