OBT/1.0.15

* Removed PF support again
Fixed Object reference not set to an instance of an object exception in EnemyAIController.cs UpdateLimbAttack()

* Reverted pervious fix on EnemyAIController bcuz the fix will not fix anything
Reduced MaxDegreeOfParallelism by 1 bcuz already a task there

* Re-removed all PF related stuff to fix issue
Removed all RUN_PHYSICS_IN_SEPARATE_THREAD related code because these codes are no longer functional
Removed a duplicated loop in GameScreen
Removed mulitple unnessary parallel operations

* Potentially fixed #44 and #43

* added a ToList for Gap.GapList
This commit is contained in:
NotAlwaysTrue
2026-02-09 15:34:07 +08:00
committed by GitHub
parent 8bfe8a2c37
commit 740ace88f0
5 changed files with 38 additions and 68 deletions
@@ -1,6 +1,4 @@
//#define RUN_PHYSICS_IN_SEPARATE_THREAD
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using System.Threading;
using FarseerPhysics.Dynamics;
using FarseerPhysics;
@@ -23,9 +21,10 @@ namespace Barotrauma
private object updateLock = new object();
private double physicsTime;
// -2 here bcuz we alread have a SEEM thread there
private static readonly ParallelOptions parallelOptions = new ParallelOptions
{
MaxDegreeOfParallelism = Math.Max(4, Environment.ProcessorCount - 1)
MaxDegreeOfParallelism = Math.Max(4, Environment.ProcessorCount - 2)
};
#if CLIENT
@@ -78,14 +77,6 @@ namespace Barotrauma
MapEntity.ClearHighlightedEntities();
#if RUN_PHYSICS_IN_SEPARATE_THREAD
var physicsThread = new Thread(ExecutePhysics)
{
Name = "Physics thread",
IsBackground = true
};
physicsThread.Start();
#endif
}
public override void Deselect()
@@ -114,15 +105,11 @@ namespace Barotrauma
public override void Update(double deltaTime)
{
var submarines = Submarine.Loaded.ToList();
var physicsBodies = PhysicsBody.List.ToList();
#warning For now CL side performance counter is partly useless bucz multiple changes on such things. Need time to take care of it
#if RUN_PHYSICS_IN_SEPARATE_THREAD
physicsTime += deltaTime;
lock (updateLock)
{
#endif
#if DEBUG && CLIENT
if (GameMain.GameSession != null && !DebugConsole.IsOpen && GUI.KeyboardDispatcher.Subscriber == null)
{
@@ -150,8 +137,6 @@ namespace Barotrauma
GameTime += deltaTime;
var physicsBodies = PhysicsBody.List.ToList();
Parallel.ForEach(physicsBodies, parallelOptions, body =>
{
if ((body.Enabled || body.UserData is Character) &&
@@ -162,14 +147,6 @@ namespace Barotrauma
});
GameMain.GameSession?.Update((float)deltaTime);
Parallel.ForEach(physicsBodies, parallelOptions, body =>
{
if (body.Enabled && body.BodyType != BodyType.Static)
{
body.SetPrevTransform(body.SimPosition, body.Rotation);
}
});
MapEntity.ClearHighlightedEntities();
#if CLIENT
@@ -254,20 +231,19 @@ namespace Barotrauma
StatusEffect.UpdateAll((float)deltaTime);
#endif
var submarines = Submarine.Loaded.ToList();
Parallel.ForEach(submarines, parallelOptions, sub =>
foreach (Submarine sub in submarines)
{
sub.SetPrevTransform(sub.Position);
});
}
Parallel.ForEach(physicsBodies, parallelOptions, body =>
foreach (var body in physicsBodies)
{
if (body.Enabled && body.BodyType != FarseerPhysics.BodyType.Static)
{
body.SetPrevTransform(body.SimPosition, body.Rotation);
if (body.Enabled && body.BodyType != FarseerPhysics.BodyType.Static)
{
body.SetPrevTransform(body.SimPosition, body.Rotation);
}
});
}
#if CLIENT
MapEntity.UpdateAll((float)deltaTime, cam, parallelOptions);
@@ -306,8 +282,6 @@ namespace Barotrauma
GameMain.PerformanceCounter.AddElapsedTicks("Update:Submarine", sw.ElapsedTicks);
sw.Restart();
#endif
#if !RUN_PHYSICS_IN_SEPARATE_THREAD
try
{
GameMain.World.Step((float)Timing.Step);
@@ -318,17 +292,12 @@ namespace Barotrauma
DebugConsole.ThrowError(errorMsg, e);
GameAnalyticsManager.AddErrorEventOnce("GameScreen.Update:WorldLockedException" + e.Message, GameAnalyticsManager.ErrorSeverity.Critical, errorMsg);
}
#endif
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Physics", sw.ElapsedTicks);
#endif
UpdateProjSpecific(deltaTime);
#if RUN_PHYSICS_IN_SEPARATE_THREAD
}
#endif
}
partial void UpdateProjSpecific(double deltaTime);