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.
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@@ -652,28 +652,34 @@ namespace Barotrauma
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bool shouldUpdatePower = mapEntityUpdateTick % PoweredUpdateInterval == 0;
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// Buffer lists to avoid repeated allocations
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List<Hull> hullList = new List<Hull>(Hull.HullList);
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List<Structure> structureList = new List<Structure>(Structure.WallList);
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List<Gap> gapList = new List<Gap>(Gap.GapList);
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List<Item> itemList = new List<Item>(Item.ItemList);
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var hullList = shouldUpdateMapEntities ? Hull.HullList.ToList() : null;
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var structureList = shouldUpdateMapEntities ? Structure.WallList.ToList() : null;
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var gapList = Gap.GapList.ToList();
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var itemList = shouldUpdateMapEntities ? Item.ItemList.ToList() : null;
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// First phase: parallel updates that have no order dependencies
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Parallel.Invoke(parallelOptions,
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// Hull parallel update
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() =>
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{
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if (shouldUpdateMapEntities && hullList != null)
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{
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Parallel.ForEach(hullList, parallelOptions, hull =>
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{
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hull.Update(deltaTime, cam);
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hull.Update(deltaTime * MapEntityUpdateInterval, cam);
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});
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}
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},
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// Structure parallel update
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() =>
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{
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if (shouldUpdateMapEntities && structureList != null)
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{
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Parallel.ForEach(structureList, parallelOptions, structure =>
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{
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structure.Update(deltaTime, cam);
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structure.Update(deltaTime * MapEntityUpdateInterval, cam);
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});
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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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@@ -688,7 +694,7 @@ namespace Barotrauma
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{
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if (shouldUpdatePower)
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{
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Powered.UpdatePower(deltaTime);
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Powered.UpdatePower(deltaTime * PoweredUpdateInterval);
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}
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}
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);
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@@ -715,9 +721,11 @@ namespace Barotrauma
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#endif
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// Item update (Item.Update() is not thread-safe and must be executed on the main thread)
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if (shouldUpdateMapEntities && itemList != null)
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{
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Item.UpdatePendingConditionUpdates(deltaTime);
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float scaledDeltaTime = deltaTime;
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float scaledDeltaTime = deltaTime * MapEntityUpdateInterval;
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Item lastUpdatedItem = null;
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try
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@@ -739,6 +747,7 @@ namespace Barotrauma
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UpdateAllProjSpecific(scaledDeltaTime);
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Spawner?.Update();
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}
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#if CLIENT
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sw.Stop();
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@@ -151,6 +151,9 @@ namespace Barotrauma
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var physicsBodies = PhysicsBody.List.ToList();
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Parallel.Invoke(parallelOptions,
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() =>
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{
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Parallel.ForEach(physicsBodies, parallelOptions, body =>
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{
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if ((body.Enabled || body.UserData is Character) &&
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@@ -159,8 +162,12 @@ namespace Barotrauma
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body.Update();
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}
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});
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},
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() =>
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{
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GameMain.GameSession?.Update((float)deltaTime);
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}
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);
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foreach (PhysicsBody body in physicsBodies)
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{
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@@ -176,8 +183,10 @@ namespace Barotrauma
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var sw = new System.Diagnostics.Stopwatch();
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sw.Start();
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GameMain.ParticleManager.Update((float)deltaTime);
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if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam);
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Parallel.Invoke(parallelOptions,
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() => GameMain.ParticleManager.Update((float)deltaTime),
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() => { if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam); }
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);
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Update:Particles+Level", sw.ElapsedTicks);
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@@ -243,25 +252,25 @@ namespace Barotrauma
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Character.Controlled?.UpdateLocalCursor(cam);
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#elif SERVER
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if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance);
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Character.UpdateAll((float)deltaTime, Camera.Instance);
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Parallel.Invoke(parallelOptions,
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() => { if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance); },
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() => Character.UpdateAll((float)deltaTime, Camera.Instance)
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);
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#endif
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var submarines = Submarine.Loaded.ToList();
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foreach(Submarine sub in submarines)
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Parallel.ForEach(submarines, parallelOptions, sub =>
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{
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sub.SetPrevTransform(sub.Position);
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}
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});
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//
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foreach (PhysicsBody body in physicsBodies)
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Parallel.ForEach(physicsBodies, parallelOptions, body =>
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{
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if (body.Enabled && body.BodyType != FarseerPhysics.BodyType.Static)
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{
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body.SetPrevTransform(body.SimPosition, body.Rotation);
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}
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}
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});
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#if CLIENT
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MapEntity.UpdateAll((float)deltaTime, cam, parallelOptions);
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@@ -293,10 +302,11 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Update:Ragdolls", sw.ElapsedTicks);
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sw.Restart();
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#endif
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foreach (var sub in submarines)
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Parallel.ForEach(submarines, parallelOptions, sub =>
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{
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sub.Update((float)deltaTime);
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}
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});
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#if CLIENT
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sw.Stop();
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