Clarify thread safety in update methods
Updated comments in GameScreen.cs to indicate that StatusEffect.UpdateAll and Character.UpdateAnimAll are not thread-safe and must be executed on the main thread. Also removed a non-English comment from MapEntity.cs for consistency.
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@@ -638,7 +638,7 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// <summary>
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/// Call Update() on every object in Entity.list - 完全并行版本
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/// Call Update() on every object in Entity.list
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/// </summary>
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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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{
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@@ -276,8 +276,9 @@ namespace Barotrauma
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MapEntity.UpdateAll((float)deltaTime, cam, parallelOptions);
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MapEntity.UpdateAll((float)deltaTime, cam, parallelOptions);
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#elif SERVER
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#elif SERVER
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// TODO: Move both UpdateAll() method to this file
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MapEntity.UpdateAll((float)deltaTime, Camera.Instance, parallelOptions);
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MapEntity.UpdateAll((float)deltaTime, Camera.Instance, parallelOptions);
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//StatusEffect.UpdateAll is not thread-safe and must be executed on the main thread
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StatusEffect.UpdateAll((float)deltaTime);
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StatusEffect.UpdateAll((float)deltaTime);
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#endif
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#endif
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@@ -287,7 +288,7 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity", sw.ElapsedTicks);
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GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity", sw.ElapsedTicks);
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sw.Restart();
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sw.Restart();
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#endif
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#endif
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//Character.UpdateAnimAll is not thread-safe and must be executed on the main thread
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Character.UpdateAnimAll((float)deltaTime);
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Character.UpdateAnimAll((float)deltaTime);
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#if CLIENT
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#if CLIENT
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