Improve thread safety and performance in core systems

Refactors event, entity, and physics management to use thread-safe and lock-free data structures (Immutable collections, ConcurrentQueue, ConcurrentDictionary, Channel) for improved concurrency and performance. Replaces O(n) queue lookups with O(1) set/dictionary checks, ensures atomic updates for shared state, and optimizes queue draining and deferred action processing. Updates related code to use new APIs and patterns, and adds documentation for thread safety and workflow.
This commit is contained in:
Eero
2025-12-29 16:47:10 +08:00
parent e167a34f32
commit 7b8275100d
17 changed files with 368 additions and 191 deletions
@@ -105,7 +105,7 @@ namespace Barotrauma
public static void Draw(SpriteBatch spriteBatch, bool editing = false)
{
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList;
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList.ToList();
foreach (MapEntity e in entitiesToRender)
{
@@ -115,7 +115,7 @@ namespace Barotrauma
public static void DrawFront(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
{
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList;
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList.ToList();
foreach (MapEntity e in entitiesToRender)
{
@@ -164,7 +164,7 @@ namespace Barotrauma
public static void DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing = false, Predicate<MapEntity> predicate = null)
{
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList;
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList.ToList();
depthSortedDamageable.Clear();
@@ -197,7 +197,7 @@ namespace Barotrauma
public static void DrawPaintedColors(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
{
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList;
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList.ToList();
foreach (MapEntity e in entitiesToRender)
{
@@ -217,7 +217,7 @@ namespace Barotrauma
public static void DrawBack(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
{
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList;
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList.ToList();
foreach (MapEntity e in entitiesToRender)
{