Revert a change made in 1.0.9 due to large-scale performence impact.

Note : This may cause server crash
This commit is contained in:
NotAlwaysTrue
2025-12-29 22:36:38 +08:00
parent 190c98d8f2
commit 85b71f1dd6
@@ -640,29 +640,25 @@ namespace Barotrauma
/// <summary> /// <summary>
/// Call Update() on every object in Entity.list /// Call Update() on every object in Entity.list
/// </summary> /// </summary>
public static void UpdateAll(float deltaTime, Camera cam , ParallelOptions parallelOptions) public static void UpdateAll(float deltaTime, Camera cam, ParallelOptions parallelOptions)
{ {
#if CLIENT #if CLIENT
var sw = new System.Diagnostics.Stopwatch(); var sw = new System.Diagnostics.Stopwatch();
sw.Start(); sw.Start();
#endif #endif
// Buffer lists to avoid repeated allocations // Buffer lists to avoid repeated allocations
var hullList = Hull.HullList.ToList(); var hullList = Hull.HullList.ToList();
var structureList = Structure.WallList.ToList(); var structureList = Structure.WallList.ToList();
var gapList = Gap.GapList.ToList(); var gapList = Gap.GapList.ToList();
var itemList = Item.ItemList.ToList(); var itemList = Item.ItemList.ToList();
Parallel.ForEach(gapList, parallelOptions, gap =>
{
gap.ResetWaterFlowThisFrame();
});
// First phase: parallel updates that have no order dependencies // First phase: parallel updates that have no order dependencies
Parallel.Invoke(parallelOptions, Parallel.Invoke(parallelOptions,
() => () =>
{ {
// basically nothing here is thread-safe so // basically nothing here is thread-safe so
foreach(var hull in hullList) foreach (var hull in hullList)
{ {
hull.Update(deltaTime, cam); hull.Update(deltaTime, cam);
} }
@@ -675,16 +671,21 @@ namespace Barotrauma
structure.Update(deltaTime, cam); structure.Update(deltaTime, cam);
}); });
}, },
// Gap reset (must be done before update)
() => () =>
{ //update gaps in random order, because otherwise in rooms with multiple gaps
// Gap update (has order dependencies, keep random order but execute sequentially) //the water/air will always tend to flow through the first gap in the list,
var shuffledGaps = gapList.OrderBy(g => Rand.Int(int.MaxValue)).ToList(); //which may lead to weird behavior like water draining down only through
foreach (var gap in shuffledGaps) //one gap in a room even if there are several
{
gap.Update(deltaTime, cam);
}
// 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();
Parallel.ForEach(gapList, parallelOptions, gap =>
{
gap.ResetWaterFlowThisFrame();
gap.Update(deltaTime, cam);
});
}, },
// Powered components update // Powered components update
() => () =>
@@ -696,6 +697,9 @@ namespace Barotrauma
#if CLIENT #if CLIENT
// Hull Cheats need to be executed after Hull update // Hull Cheats need to be executed after Hull update
Hull.UpdateCheats(deltaTime, cam); Hull.UpdateCheats(deltaTime, cam);
#endif
#if CLIENT
sw.Stop(); sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity:Misc", sw.ElapsedTicks); GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity:Misc", sw.ElapsedTicks);
sw.Restart(); sw.Restart();