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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Parallel.ForEach(hullList, parallelOptions, hull =>
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if (shouldUpdateMapEntities && hullList != null)
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{
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hull.Update(deltaTime, cam);
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});
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Parallel.ForEach(hullList, parallelOptions, hull =>
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{
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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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Parallel.ForEach(structureList, parallelOptions, structure =>
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if (shouldUpdateMapEntities && structureList != null)
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{
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structure.Update(deltaTime, cam);
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});
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Parallel.ForEach(structureList, parallelOptions, structure =>
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{
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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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@@ -715,30 +721,33 @@ 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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Item.UpdatePendingConditionUpdates(deltaTime);
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float scaledDeltaTime = deltaTime;
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Item lastUpdatedItem = null;
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try
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if (shouldUpdateMapEntities && itemList != null)
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{
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foreach (Item item in itemList)
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Item.UpdatePendingConditionUpdates(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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{
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lastUpdatedItem = item;
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item.Update(scaledDeltaTime, cam);
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foreach (Item item in itemList)
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{
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lastUpdatedItem = item;
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item.Update(scaledDeltaTime, cam);
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}
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}
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catch (InvalidOperationException e)
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{
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GameAnalyticsManager.AddErrorEventOnce(
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"MapEntity.UpdateAll:ItemUpdateInvalidOperation",
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GameAnalyticsManager.ErrorSeverity.Critical,
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$"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}");
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throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
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}
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}
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catch (InvalidOperationException e)
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{
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GameAnalyticsManager.AddErrorEventOnce(
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"MapEntity.UpdateAll:ItemUpdateInvalidOperation",
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GameAnalyticsManager.ErrorSeverity.Critical,
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$"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}");
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throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
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}
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UpdateAllProjSpecific(scaledDeltaTime);
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Spawner?.Update();
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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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@@ -151,16 +151,23 @@ namespace Barotrauma
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var physicsBodies = PhysicsBody.List.ToList();
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Parallel.ForEach(physicsBodies, parallelOptions, body =>
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Parallel.Invoke(parallelOptions,
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() =>
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{
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if ((body.Enabled || body.UserData is Character) &&
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body.BodyType != BodyType.Static)
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Parallel.ForEach(physicsBodies, parallelOptions, body =>
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{
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body.Update();
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}
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});
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GameMain.GameSession?.Update((float)deltaTime);
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if ((body.Enabled || body.UserData is Character) &&
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body.BodyType != BodyType.Static)
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{
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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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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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