Parallelize game update loops for performance
Refactored GameScreen update logic to use Parallel.Invoke and Parallel.ForEach for physics bodies, submarines, particles, level, characters, map entities, and status effects. This change aims to improve performance by leveraging multi-core processing. Also removed a debug Console.WriteLine from GameMain.
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@@ -335,9 +335,6 @@ namespace Barotrauma
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long prevTicks = stopwatch.ElapsedTicks;
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while (ShouldRun)
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{
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#if DEBUG
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Console.WriteLine(PM.ToString());
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#endif
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long currTicks = stopwatch.ElapsedTicks;
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double elapsedTime = Math.Max(currTicks - prevTicks, 0) / frequency;
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Timing.Accumulator += elapsedTime;
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