Improve parallelization in map and game screen updates

Refactored update logic in MapEntity and GameScreen to use more granular and conditional parallelization, reducing unnecessary allocations and improving performance. Updates to hulls, structures, items, and physics bodies are now executed in parallel where safe, and item updates are only performed when necessary. Also parallelized submarine and physics body transform updates.
This commit is contained in:
Eero
2025-12-26 21:04:07 +08:00
parent 5446795196
commit 6032010847
2 changed files with 73 additions and 54 deletions

View File

@@ -652,28 +652,34 @@ namespace Barotrauma
bool shouldUpdatePower = mapEntityUpdateTick % PoweredUpdateInterval == 0; bool shouldUpdatePower = mapEntityUpdateTick % PoweredUpdateInterval == 0;
// Buffer lists to avoid repeated allocations // Buffer lists to avoid repeated allocations
List<Hull> hullList = new List<Hull>(Hull.HullList); var hullList = shouldUpdateMapEntities ? Hull.HullList.ToList() : null;
List<Structure> structureList = new List<Structure>(Structure.WallList); var structureList = shouldUpdateMapEntities ? Structure.WallList.ToList() : null;
List<Gap> gapList = new List<Gap>(Gap.GapList); var gapList = Gap.GapList.ToList();
List<Item> itemList = new List<Item>(Item.ItemList); var itemList = shouldUpdateMapEntities ? Item.ItemList.ToList() : null;
// First phase: parallel updates that have no order dependencies // First phase: parallel updates that have no order dependencies
Parallel.Invoke(parallelOptions, Parallel.Invoke(parallelOptions,
// Hull parallel update // Hull parallel update
() => () =>
{ {
Parallel.ForEach(hullList, parallelOptions, hull => if (shouldUpdateMapEntities && hullList != null)
{ {
hull.Update(deltaTime, cam); Parallel.ForEach(hullList, parallelOptions, hull =>
}); {
hull.Update(deltaTime * MapEntityUpdateInterval, cam);
});
}
}, },
// Structure parallel update // Structure parallel update
() => () =>
{ {
Parallel.ForEach(structureList, parallelOptions, structure => if (shouldUpdateMapEntities && structureList != null)
{ {
structure.Update(deltaTime, cam); Parallel.ForEach(structureList, parallelOptions, structure =>
}); {
structure.Update(deltaTime * MapEntityUpdateInterval, cam);
});
}
}, },
// Gap reset (must be done before update) // Gap reset (must be done before update)
() => () =>
@@ -688,7 +694,7 @@ namespace Barotrauma
{ {
if (shouldUpdatePower) if (shouldUpdatePower)
{ {
Powered.UpdatePower(deltaTime); Powered.UpdatePower(deltaTime * PoweredUpdateInterval);
} }
} }
); );
@@ -715,30 +721,33 @@ namespace Barotrauma
#endif #endif
// Item update (Item.Update() is not thread-safe and must be executed on the main thread) // Item update (Item.Update() is not thread-safe and must be executed on the main thread)
Item.UpdatePendingConditionUpdates(deltaTime); if (shouldUpdateMapEntities && itemList != null)
float scaledDeltaTime = deltaTime;
Item lastUpdatedItem = null;
try
{ {
foreach (Item item in itemList) Item.UpdatePendingConditionUpdates(deltaTime);
float scaledDeltaTime = deltaTime * MapEntityUpdateInterval;
Item lastUpdatedItem = null;
try
{ {
lastUpdatedItem = item; foreach (Item item in itemList)
item.Update(scaledDeltaTime, cam); {
lastUpdatedItem = item;
item.Update(scaledDeltaTime, cam);
}
}
catch (InvalidOperationException e)
{
GameAnalyticsManager.AddErrorEventOnce(
"MapEntity.UpdateAll:ItemUpdateInvalidOperation",
GameAnalyticsManager.ErrorSeverity.Critical,
$"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}");
throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
} }
}
catch (InvalidOperationException e)
{
GameAnalyticsManager.AddErrorEventOnce(
"MapEntity.UpdateAll:ItemUpdateInvalidOperation",
GameAnalyticsManager.ErrorSeverity.Critical,
$"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}");
throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
}
UpdateAllProjSpecific(scaledDeltaTime); UpdateAllProjSpecific(scaledDeltaTime);
Spawner?.Update(); Spawner?.Update();
}
#if CLIENT #if CLIENT
sw.Stop(); sw.Stop();

View File

@@ -151,16 +151,23 @@ namespace Barotrauma
var physicsBodies = PhysicsBody.List.ToList(); var physicsBodies = PhysicsBody.List.ToList();
Parallel.ForEach(physicsBodies, parallelOptions, body => Parallel.Invoke(parallelOptions,
() =>
{ {
if ((body.Enabled || body.UserData is Character) && Parallel.ForEach(physicsBodies, parallelOptions, body =>
body.BodyType != BodyType.Static)
{ {
body.Update(); if ((body.Enabled || body.UserData is Character) &&
} body.BodyType != BodyType.Static)
}); {
body.Update();
GameMain.GameSession?.Update((float)deltaTime); }
});
},
() =>
{
GameMain.GameSession?.Update((float)deltaTime);
}
);
foreach (PhysicsBody body in physicsBodies) foreach (PhysicsBody body in physicsBodies)
{ {
@@ -176,8 +183,10 @@ namespace Barotrauma
var sw = new System.Diagnostics.Stopwatch(); var sw = new System.Diagnostics.Stopwatch();
sw.Start(); sw.Start();
GameMain.ParticleManager.Update((float)deltaTime); Parallel.Invoke(parallelOptions,
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam); () => GameMain.ParticleManager.Update((float)deltaTime),
() => { if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam); }
);
sw.Stop(); sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Particles+Level", sw.ElapsedTicks); GameMain.PerformanceCounter.AddElapsedTicks("Update:Particles+Level", sw.ElapsedTicks);
@@ -243,25 +252,25 @@ namespace Barotrauma
Character.Controlled?.UpdateLocalCursor(cam); Character.Controlled?.UpdateLocalCursor(cam);
#elif SERVER #elif SERVER
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance); Parallel.Invoke(parallelOptions,
() => { if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance); },
Character.UpdateAll((float)deltaTime, Camera.Instance); () => Character.UpdateAll((float)deltaTime, Camera.Instance)
);
#endif #endif
var submarines = Submarine.Loaded.ToList(); var submarines = Submarine.Loaded.ToList();
foreach(Submarine sub in submarines) Parallel.ForEach(submarines, parallelOptions, sub =>
{ {
sub.SetPrevTransform(sub.Position); sub.SetPrevTransform(sub.Position);
} });
// Parallel.ForEach(physicsBodies, parallelOptions, body =>
foreach (PhysicsBody body in physicsBodies)
{ {
if (body.Enabled && body.BodyType != FarseerPhysics.BodyType.Static) if (body.Enabled && body.BodyType != FarseerPhysics.BodyType.Static)
{ {
body.SetPrevTransform(body.SimPosition, body.Rotation); body.SetPrevTransform(body.SimPosition, body.Rotation);
} }
} });
#if CLIENT #if CLIENT
MapEntity.UpdateAll((float)deltaTime, cam, parallelOptions); MapEntity.UpdateAll((float)deltaTime, cam, parallelOptions);
@@ -293,10 +302,11 @@ namespace Barotrauma
GameMain.PerformanceCounter.AddElapsedTicks("Update:Ragdolls", sw.ElapsedTicks); GameMain.PerformanceCounter.AddElapsedTicks("Update:Ragdolls", sw.ElapsedTicks);
sw.Restart(); sw.Restart();
#endif #endif
foreach (var sub in submarines)
Parallel.ForEach(submarines, parallelOptions, sub =>
{ {
sub.Update((float)deltaTime); sub.Update((float)deltaTime);
} });
#if CLIENT #if CLIENT
sw.Stop(); sw.Stop();