Improve thread safety in sound and physics systems
Refactored SoundChannel and SoundManager to use explicit locking for OpenAL operations and channel assignment, preventing race conditions during parallel sound playback. Added thread-local stacks in DynamicTree to ensure thread safety during parallel physics queries and raycasts. These changes address concurrency issues when sounds or physics queries are triggered from multiple threads.
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@@ -417,6 +417,15 @@ namespace Barotrauma.Sounds
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return sourcePools[(int)poolIndex].ALSources[srcInd];
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}
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/// <summary>
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/// Gets the lock object for the playing channels array for a specific pool.
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/// Used to protect OpenAL operations that need to be atomic with channel assignment.
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/// </summary>
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public object GetPlayingChannelsLock(SourcePoolIndex poolIndex)
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{
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return playingChannels[(int)poolIndex];
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}
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public int AssignFreeSourceToChannel(SoundChannel newChannel)
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{
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if (Disabled) { return -1; }
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@@ -427,14 +436,25 @@ namespace Barotrauma.Sounds
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lock (playingChannels[poolIndex])
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{
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for (int i = 0; i < playingChannels[poolIndex].Length; i++)
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return AssignFreeSourceToChannelUnsafe(newChannel, poolIndex);
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}
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}
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/// <summary>
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/// Assigns a free source to a channel without locking.
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/// Caller MUST hold the playingChannels[poolIndex] lock before calling this method.
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/// </summary>
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public int AssignFreeSourceToChannelUnsafe(SoundChannel newChannel, int poolIndex)
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{
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if (Disabled) { return -1; }
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for (int i = 0; i < playingChannels[poolIndex].Length; i++)
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{
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if (playingChannels[poolIndex][i] == null || !playingChannels[poolIndex][i].IsPlaying)
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{
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if (playingChannels[poolIndex][i] == null || !playingChannels[poolIndex][i].IsPlaying)
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{
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if (playingChannels[poolIndex][i] != null) { playingChannels[poolIndex][i].Dispose(); }
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playingChannels[poolIndex][i] = newChannel;
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return i;
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}
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if (playingChannels[poolIndex][i] != null) { playingChannels[poolIndex][i].Dispose(); }
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playingChannels[poolIndex][i] = newChannel;
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return i;
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}
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}
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@@ -476,13 +496,25 @@ namespace Barotrauma.Sounds
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int count = 0;
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lock (playingChannels[(int)sound.SourcePoolIndex])
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{
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for (int i = 0; i < playingChannels[(int)sound.SourcePoolIndex].Length; i++)
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count = CountPlayingInstancesUnsafe(sound, (int)sound.SourcePoolIndex);
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}
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return count;
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}
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/// <summary>
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/// Counts playing instances without locking.
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/// Caller MUST hold the playingChannels[poolIndex] lock before calling this method.
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/// </summary>
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public int CountPlayingInstancesUnsafe(Sound sound, int poolIndex)
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{
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if (Disabled) { return 0; }
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int count = 0;
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for (int i = 0; i < playingChannels[poolIndex].Length; i++)
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{
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if (playingChannels[poolIndex][i] != null &&
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playingChannels[poolIndex][i].Sound.Filename == sound.Filename)
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{
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if (playingChannels[(int)sound.SourcePoolIndex][i] != null &&
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playingChannels[(int)sound.SourcePoolIndex][i].Sound.Filename == sound.Filename)
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{
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if (playingChannels[(int)sound.SourcePoolIndex][i].IsPlaying) { count++; };
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}
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if (playingChannels[poolIndex][i].IsPlaying) { count++; };
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}
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}
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return count;
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