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

View File

@@ -3387,21 +3387,9 @@ namespace Barotrauma
characterUpdateTick++;
if (characterUpdateTick % CharacterUpdateInterval == 0)
for (int i = 0; i < CharacterList.Count; i++)
{
for (int i = 0; i < CharacterList.Count; i++)
{
if (GameMain.LuaCs.Game.UpdatePriorityCharacters.Contains(CharacterList[i])) continue;
CharacterList[i].Update(deltaTime * CharacterUpdateInterval, cam);
}
}
foreach (Character character in GameMain.LuaCs.Game.UpdatePriorityCharacters)
{
if (character.Removed) { continue; }
Debug.Assert(character is { Removed: false });
character.Update(deltaTime, cam);
CharacterList[i].Update(deltaTime, cam);
}
#if CLIENT

View File

@@ -814,6 +814,7 @@ namespace Barotrauma
{
SingleThreadWorker.GlobalWorker.AddAction(() =>
{
if (outsideCollisionBlocker == null) { return; }
outsideCollisionBlocker.Enabled = false;
});

View File

@@ -650,7 +650,8 @@ namespace Barotrauma
// Buffer lists to avoid repeated allocations
var hullList = Hull.HullList.ToList();
var structureList = Structure.WallList.ToList();
var gapList = Gap.GapList.ToList();
// First, WHY THIS LINQ GOT A NULL ERROR? Second, WHY??
List<Gap> shuffledGaps = Gap.GapList?.OrderBy(g => Rand.Int(int.MaxValue)).ToList() ?? Gap.GapList.ToList();
var itemList = Item.ItemList.ToList();
// First phase: parallel updates that have no order dependencies
@@ -679,14 +680,12 @@ namespace Barotrauma
// moved waterflow reset here to see if we can reduce at least some time
{
// if crashed, go ask the god damn physics engine :(
var shuffledGaps = gapList.OrderBy(g => Rand.Int(int.MaxValue)).ToList();
if (shuffledGaps == null) { shuffledGaps = Gap.GapList; }
Parallel.ForEach(shuffledGaps, parallelOptions, gap =>
{
gap.ResetWaterFlowThisFrame();
gap.Update(deltaTime, cam);
});
SingleThreadWorker.GlobalWorker.RunActions();
},
// Powered components update
() =>
@@ -695,6 +694,8 @@ namespace Barotrauma
}
);
SingleThreadWorker.GlobalWorker.RunActions();
#if CLIENT
// Hull Cheats need to be executed after Hull update
Hull.UpdateCheats(deltaTime, cam);
@@ -709,7 +710,6 @@ namespace Barotrauma
// Item update (Item.Update() is not thread-safe and must be executed on the main thread)
Item.UpdatePendingConditionUpdates(deltaTime);
float scaledDeltaTime = deltaTime * MapEntityUpdateInterval;
Item lastUpdatedItem = null;
try
@@ -717,7 +717,7 @@ namespace Barotrauma
foreach (Item item in itemList)
{
lastUpdatedItem = item;
item.Update(scaledDeltaTime, cam);
item.Update(deltaTime, cam);
}
}
catch (InvalidOperationException e)
@@ -729,7 +729,7 @@ namespace Barotrauma
throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
}
UpdateAllProjSpecific(scaledDeltaTime);
UpdateAllProjSpecific(deltaTime);
Spawner?.Update();
#if CLIENT

View File

@@ -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 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);

View File

@@ -9,16 +9,27 @@ namespace Barotrauma
public static SingleThreadWorker GlobalWorker = new SingleThreadWorker();
/// <summary>
/// Initilize a SingleThreadWorker
/// SingleThreadWorker or STW for short is a FIFO queue ensure single-thread execution of a series of actions.
/// </summary>
public SingleThreadWorker()
{
ActionQueue = new ConcurrentQueue<Action>();
}
/// <summary>
/// Add a pending action in a STW queue
/// </summary>
/// <param name="action"></param>
public void AddAction(Action action)
{
ActionQueue.Enqueue(action);
}
/// <summary>
/// Run all pending actions in the STW queue
/// </summary>
[STAThread]
public void RunActions()
{
@@ -32,8 +43,9 @@ namespace Barotrauma
{
// Just try-catch and do nothing but print errorlogs. We cannot afford crashing the game.
ConsoleColor originalForeground = Console.ForegroundColor;
Console.ForegroundColor = ConsoleColor.Red;
Console.WriteLine($"WARNING: Error occurred when running Single Thread Actions \n{e}");
Console.ForegroundColor = ConsoleColor.Yellow;
Console.WriteLine($"WARNING: Error occurred when running Single Thread Actions. " +
$"If the server didn't crash or stop responding then this should be fine \n{e}");
Console.ForegroundColor = Console.ForegroundColor;
}
}