WIP Make collections thread-safe and add safe iteration
Replaced static lists and dictionaries with thread-safe ConcurrentDictionary or ThreadLocal collections for various item components and systems. Updated all relevant code to use snapshots (ToArray, ToList) for safe iteration, and added helper methods for marking and clearing changed connections. These changes improve thread safety and prevent potential concurrency issues in multi-threaded scenarios.
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@@ -222,13 +222,14 @@ namespace Barotrauma.Items.Components
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public void SetRecipientsDirty()
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{
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recipientsDirty = true;
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if (IsPower) { Powered.ChangedConnections.Add(this); }
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if (IsPower) { Powered.MarkConnectionChanged(this); }
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}
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private void RefreshRecipients()
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{
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recipients.Clear();
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foreach (var wire in wires)
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// Use ToArray() snapshot for thread-safe iteration
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foreach (var wire in wires.ToArray())
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{
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Connection recipient = wire.OtherConnection(this);
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if (recipient != null) { recipients.Add(recipient); }
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@@ -267,8 +268,8 @@ namespace Barotrauma.Items.Components
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//Check if both connections belong to a larger grid
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if (prevOtherConnection.recipients.Count > 1 && recipients.Count > 1)
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{
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Powered.ChangedConnections.Add(prevOtherConnection);
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Powered.ChangedConnections.Add(this);
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Powered.MarkConnectionChanged(prevOtherConnection);
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Powered.MarkConnectionChanged(this);
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}
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else if (recipients.Count > 1)
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{
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@@ -284,7 +285,7 @@ namespace Barotrauma.Items.Components
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else if (Grid.Connections.Count == 2)
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{
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//Delete the grid as these were the only 2 devices
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Powered.Grids.Remove(Grid.ID);
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Powered.Grids.TryRemove(Grid.ID, out _);
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Grid = null;
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prevOtherConnection.Grid = null;
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}
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@@ -325,8 +326,8 @@ namespace Barotrauma.Items.Components
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else
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{
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//Flag change so that proper grids can be formed
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Powered.ChangedConnections.Add(this);
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Powered.ChangedConnections.Add(otherConnection);
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Powered.MarkConnectionChanged(this);
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Powered.MarkConnectionChanged(otherConnection);
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}
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}
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@@ -339,7 +340,8 @@ namespace Barotrauma.Items.Components
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{
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LastSentSignal = signal;
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enumeratingWires = true;
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foreach (var wire in wires)
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// Use ToArray() snapshot for thread-safe iteration
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foreach (var wire in wires.ToArray())
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{
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Connection recipient = wire.OtherConnection(this);
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if (recipient == null) { continue; }
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@@ -354,14 +356,14 @@ namespace Barotrauma.Items.Components
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GameMain.LuaCs.Hook.Call("signalReceived." + recipient.item.Prefab.Identifier, signal, recipient);
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}
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foreach (CircuitBoxConnection connection in CircuitBoxConnections)
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foreach (CircuitBoxConnection connection in CircuitBoxConnections.ToArray())
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{
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connection.ReceiveSignal(signal);
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GameMain.LuaCs.Hook.Call("signalReceived", signal, connection.Connection);
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GameMain.LuaCs.Hook.Call("signalReceived." + connection.Connection.Item.Prefab.Identifier, signal, connection);
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}
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enumeratingWires = false;
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foreach (var removedWire in removedWires)
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foreach (var removedWire in removedWires.ToArray())
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{
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wires.Remove(removedWire);
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}
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@@ -372,14 +374,16 @@ namespace Barotrauma.Items.Components
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{
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conn.LastReceivedSignal = signal;
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foreach (ItemComponent ic in conn.item.Components)
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// Use ToArray() snapshot for thread-safe iteration
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foreach (ItemComponent ic in conn.item.Components.ToArray())
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{
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ic.ReceiveSignal(signal, conn);
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}
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if (conn.Effects == null || signal.value == "0") { return; }
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foreach (StatusEffect effect in conn.Effects)
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// Use ToArray() snapshot for thread-safe iteration
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foreach (StatusEffect effect in conn.Effects.ToArray())
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{
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conn.Item.ApplyStatusEffect(effect, ActionType.OnUse, (float)Timing.Step);
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}
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@@ -389,13 +393,15 @@ namespace Barotrauma.Items.Components
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{
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if (IsPower && Grid != null)
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{
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Powered.ChangedConnections.Add(this);
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foreach (Connection c in recipients)
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Powered.MarkConnectionChanged(this);
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// Use ToArray() snapshot for thread-safe iteration
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foreach (Connection c in recipients.ToArray())
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{
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Powered.ChangedConnections.Add(c);
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Powered.MarkConnectionChanged(c);
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}
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}
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foreach (var wire in wires)
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// Use ToArray() snapshot for thread-safe iteration
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foreach (var wire in wires.ToArray())
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{
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wire.RemoveConnection(this);
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recipientsDirty = true;
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@@ -403,7 +409,7 @@ namespace Barotrauma.Items.Components
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if (enumeratingWires)
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{
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foreach (var wire in wires)
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foreach (var wire in wires.ToArray())
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{
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removedWires.Add(wire);
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}
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@@ -446,7 +452,8 @@ namespace Barotrauma.Items.Components
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{
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XElement newElement = new XElement(IsOutput ? "output" : "input", new XAttribute("name", Name));
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foreach (var wire in wires.OrderBy(w => w.Item.ID))
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// Use ToArray() snapshot before OrderBy for thread-safe iteration
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foreach (var wire in wires.ToArray().OrderBy(w => w.Item.ID))
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{
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newElement.Add(new XElement("link",
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new XAttribute("w", wire.Item.ID.ToString()),
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