OBT/1.0.10

Reverted a fixed bug that caused a rare crash but the fix itself will do impact on server performance
This commit is contained in:
NotAlwaysTrue
2025-12-29 22:52:29 +08:00
committed by GitHub

View File

@@ -30,7 +30,7 @@ namespace Barotrauma
protected readonly List<Upgrade> Upgrades = new List<Upgrade>();
public readonly HashSet<Identifier> DisallowedUpgradeSet = new HashSet<Identifier>();
[Editable, Serialize("", IsPropertySaveable.Yes)]
public string DisallowedUpgrades
{
@@ -85,11 +85,11 @@ namespace Barotrauma
public bool IsHighlighted
{
get { return isHighlighted || ExternalHighlight; }
set
set
{
if (value != isHighlighted)
{
isHighlighted = value;
isHighlighted = value;
CheckIsHighlighted();
}
}
@@ -532,7 +532,7 @@ namespace Barotrauma
}
if (originalWire.Connections.Any(c => c != null) &&
(cloneWire.Connections[0] == null || cloneWire.Connections[1] == null) &&
(cloneWire.Connections[0] == null || cloneWire.Connections[1] == null) &&
cloneItem.GetComponent<DockingPort>() == null)
{
if (!clones.Any(c => (c as Item)?.GetComponent<ConnectionPanel>()?.DisconnectedWires.Contains(cloneWire) ?? false))
@@ -640,29 +640,25 @@ namespace Barotrauma
/// <summary>
/// Call Update() on every object in Entity.list
/// </summary>
public static void UpdateAll(float deltaTime, Camera cam , ParallelOptions parallelOptions)
public static void UpdateAll(float deltaTime, Camera cam, ParallelOptions parallelOptions)
{
#if CLIENT
var sw = new System.Diagnostics.Stopwatch();
sw.Start();
#endif
// Buffer lists to avoid repeated allocations
var hullList = Hull.HullList.ToList();
var structureList = Structure.WallList.ToList();
var gapList = Gap.GapList.ToList();
var itemList = Item.ItemList.ToList();
Parallel.ForEach(gapList, parallelOptions, gap =>
{
gap.ResetWaterFlowThisFrame();
});
// First phase: parallel updates that have no order dependencies
Parallel.Invoke(parallelOptions,
() =>
{
// basically nothing here is thread-safe so
foreach(var hull in hullList)
foreach (var hull in hullList)
{
hull.Update(deltaTime, cam);
}
@@ -675,16 +671,21 @@ namespace Barotrauma
structure.Update(deltaTime, cam);
});
},
// Gap reset (must be done before update)
() =>
{
// Gap update (has order dependencies, keep random order but execute sequentially)
var shuffledGaps = gapList.OrderBy(g => Rand.Int(int.MaxValue)).ToList();
foreach (var gap in shuffledGaps)
{
gap.Update(deltaTime, cam);
}
//update gaps in random order, because otherwise in rooms with multiple gaps
//the water/air will always tend to flow through the first gap in the list,
//which may lead to weird behavior like water draining down only through
//one gap in a room even if there are several
// moved waterflow reset here to see if we can reduce at least some time
{
// if crashed, go ask the god damn physics engine :(
var shuffledGaps = gapList.OrderBy(g => Rand.Int(int.MaxValue)).ToList();
Parallel.ForEach(gapList, parallelOptions, gap =>
{
gap.ResetWaterFlowThisFrame();
gap.Update(deltaTime, cam);
});
},
// Powered components update
() =>
@@ -696,6 +697,9 @@ namespace Barotrauma
#if CLIENT
// Hull Cheats need to be executed after Hull update
Hull.UpdateCheats(deltaTime, cam);
#endif
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity:Misc", sw.ElapsedTicks);
sw.Restart();
@@ -783,7 +787,7 @@ namespace Barotrauma
var tags = element.GetAttributeIdentifierArray("tags", Array.Empty<Identifier>());
if (tags.Contains(Tags.HiddenItemContainer))
{
containsHiddenContainers = true;
containsHiddenContainers = true;
break;
}
}
@@ -828,7 +832,7 @@ namespace Barotrauma
}
}
}
else if (t == typeof(Item) && !containsHiddenContainers && identifier == "vent" &&
else if (t == typeof(Item) && !containsHiddenContainers && identifier == "vent" &&
submarine.Info.Type == SubmarineType.Player && !submarine.Info.HasTag(SubmarineTag.Shuttle))
{
if (!hiddenContainerCreated)