OBT/1.0.11
Fixed a bug that caused the server to stop responding Fixed an issue in gap.Update that may cause the server to crash
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@@ -245,10 +245,10 @@ namespace Barotrauma
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Character.Controlled?.UpdateLocalCursor(cam);
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#elif SERVER
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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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// Don't parallize these things here or the server may got stuck but why idk
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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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//StatusEffect.UpdateAll is not thread-safe and must be executed on the main thread
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StatusEffect.UpdateAll((float)deltaTime);
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@@ -272,9 +272,7 @@ namespace Barotrauma
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#if CLIENT
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MapEntity.UpdateAll((float)deltaTime, cam, parallelOptions);
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#elif SERVER
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MapEntity.UpdateAll((float)deltaTime, Camera.Instance, parallelOptions);
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#endif
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#if CLIENT
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