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