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:
@@ -3387,21 +3387,9 @@ namespace Barotrauma
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characterUpdateTick++;
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if (characterUpdateTick % CharacterUpdateInterval == 0)
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for (int i = 0; i < CharacterList.Count; i++)
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{
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for (int i = 0; i < CharacterList.Count; i++)
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{
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if (GameMain.LuaCs.Game.UpdatePriorityCharacters.Contains(CharacterList[i])) continue;
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CharacterList[i].Update(deltaTime * CharacterUpdateInterval, cam);
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}
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}
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foreach (Character character in GameMain.LuaCs.Game.UpdatePriorityCharacters)
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{
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if (character.Removed) { continue; }
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Debug.Assert(character is { Removed: false });
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character.Update(deltaTime, cam);
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CharacterList[i].Update(deltaTime, cam);
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}
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#if CLIENT
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@@ -814,6 +814,7 @@ namespace Barotrauma
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{
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SingleThreadWorker.GlobalWorker.AddAction(() =>
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{
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if (outsideCollisionBlocker == null) { return; }
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outsideCollisionBlocker.Enabled = false;
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});
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@@ -650,7 +650,8 @@ namespace Barotrauma
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// Buffer lists to avoid repeated allocations
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var hullList = Hull.HullList.ToList();
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var structureList = Structure.WallList.ToList();
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var gapList = Gap.GapList.ToList();
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// First, WHY THIS LINQ GOT A NULL ERROR? Second, WHY??
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List<Gap> shuffledGaps = Gap.GapList?.OrderBy(g => Rand.Int(int.MaxValue)).ToList() ?? Gap.GapList.ToList();
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var itemList = Item.ItemList.ToList();
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// First phase: parallel updates that have no order dependencies
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@@ -679,14 +680,12 @@ namespace Barotrauma
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// moved waterflow reset here to see if we can reduce at least some time
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{
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// if crashed, go ask the god damn physics engine :(
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var shuffledGaps = gapList.OrderBy(g => Rand.Int(int.MaxValue)).ToList();
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if (shuffledGaps == null) { shuffledGaps = Gap.GapList; }
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Parallel.ForEach(shuffledGaps, parallelOptions, gap =>
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{
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gap.ResetWaterFlowThisFrame();
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gap.Update(deltaTime, cam);
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});
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SingleThreadWorker.GlobalWorker.RunActions();
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},
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// Powered components update
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() =>
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@@ -695,6 +694,8 @@ namespace Barotrauma
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}
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);
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SingleThreadWorker.GlobalWorker.RunActions();
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#if CLIENT
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// Hull Cheats need to be executed after Hull update
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Hull.UpdateCheats(deltaTime, cam);
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@@ -709,7 +710,6 @@ namespace Barotrauma
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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 * MapEntityUpdateInterval;
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Item lastUpdatedItem = null;
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try
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@@ -717,7 +717,7 @@ namespace Barotrauma
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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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item.Update(deltaTime, cam);
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}
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}
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catch (InvalidOperationException e)
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@@ -729,7 +729,7 @@ namespace Barotrauma
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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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UpdateAllProjSpecific(deltaTime);
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Spawner?.Update();
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#if CLIENT
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@@ -1,6 +1,4 @@
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//#define RUN_PHYSICS_IN_SEPARATE_THREAD
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using System.Threading;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics;
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@@ -23,9 +21,10 @@ namespace Barotrauma
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private object updateLock = new object();
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private double physicsTime;
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// -2 here bcuz we alread have a SEEM thread there
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private static readonly ParallelOptions parallelOptions = new ParallelOptions
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{
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MaxDegreeOfParallelism = Math.Max(4, Environment.ProcessorCount - 1)
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MaxDegreeOfParallelism = Math.Max(4, Environment.ProcessorCount - 2)
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};
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#if CLIENT
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@@ -78,14 +77,6 @@ namespace Barotrauma
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MapEntity.ClearHighlightedEntities();
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#if RUN_PHYSICS_IN_SEPARATE_THREAD
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var physicsThread = new Thread(ExecutePhysics)
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{
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Name = "Physics thread",
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IsBackground = true
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};
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physicsThread.Start();
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#endif
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}
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public override void Deselect()
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@@ -114,15 +105,11 @@ namespace Barotrauma
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public override void Update(double deltaTime)
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{
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var submarines = Submarine.Loaded.ToList();
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var physicsBodies = PhysicsBody.List.ToList();
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#warning For now CL side performance counter is partly useless bucz multiple changes on such things. Need time to take care of it
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#if RUN_PHYSICS_IN_SEPARATE_THREAD
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physicsTime += deltaTime;
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lock (updateLock)
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{
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#endif
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#if DEBUG && CLIENT
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if (GameMain.GameSession != null && !DebugConsole.IsOpen && GUI.KeyboardDispatcher.Subscriber == null)
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{
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@@ -150,8 +137,6 @@ namespace Barotrauma
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GameTime += deltaTime;
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var physicsBodies = PhysicsBody.List.ToList();
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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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@@ -162,14 +147,6 @@ namespace Barotrauma
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});
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GameMain.GameSession?.Update((float)deltaTime);
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Parallel.ForEach(physicsBodies, parallelOptions, body =>
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{
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if (body.Enabled && body.BodyType != 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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MapEntity.ClearHighlightedEntities();
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#if CLIENT
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@@ -254,20 +231,19 @@ namespace Barotrauma
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StatusEffect.UpdateAll((float)deltaTime);
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#endif
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var submarines = Submarine.Loaded.ToList();
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Parallel.ForEach(submarines, parallelOptions, sub =>
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foreach (Submarine sub in submarines)
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{
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sub.SetPrevTransform(sub.Position);
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});
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}
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Parallel.ForEach(physicsBodies, parallelOptions, body =>
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foreach (var body in physicsBodies)
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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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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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@@ -306,8 +282,6 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Update:Submarine", sw.ElapsedTicks);
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sw.Restart();
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#endif
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#if !RUN_PHYSICS_IN_SEPARATE_THREAD
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try
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{
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GameMain.World.Step((float)Timing.Step);
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@@ -318,17 +292,12 @@ namespace Barotrauma
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DebugConsole.ThrowError(errorMsg, e);
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GameAnalyticsManager.AddErrorEventOnce("GameScreen.Update:WorldLockedException" + e.Message, GameAnalyticsManager.ErrorSeverity.Critical, errorMsg);
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}
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#endif
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#if CLIENT
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Update:Physics", sw.ElapsedTicks);
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#endif
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UpdateProjSpecific(deltaTime);
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#if RUN_PHYSICS_IN_SEPARATE_THREAD
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}
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#endif
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}
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partial void UpdateProjSpecific(double deltaTime);
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@@ -9,16 +9,27 @@ namespace Barotrauma
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public static SingleThreadWorker GlobalWorker = new SingleThreadWorker();
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/// <summary>
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/// Initilize a SingleThreadWorker
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/// SingleThreadWorker or STW for short is a FIFO queue ensure single-thread execution of a series of actions.
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/// </summary>
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public SingleThreadWorker()
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{
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ActionQueue = new ConcurrentQueue<Action>();
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}
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/// <summary>
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/// Add a pending action in a STW queue
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/// </summary>
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/// <param name="action"></param>
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public void AddAction(Action action)
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{
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ActionQueue.Enqueue(action);
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}
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/// <summary>
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/// Run all pending actions in the STW queue
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/// </summary>
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[STAThread]
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public void RunActions()
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{
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@@ -32,8 +43,9 @@ namespace Barotrauma
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{
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// Just try-catch and do nothing but print errorlogs. We cannot afford crashing the game.
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ConsoleColor originalForeground = Console.ForegroundColor;
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Console.ForegroundColor = ConsoleColor.Red;
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Console.WriteLine($"WARNING: Error occurred when running Single Thread Actions \n{e}");
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Console.ForegroundColor = ConsoleColor.Yellow;
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Console.WriteLine($"WARNING: Error occurred when running Single Thread Actions. " +
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$"If the server didn't crash or stop responding then this should be fine \n{e}");
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Console.ForegroundColor = Console.ForegroundColor;
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}
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}
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