Refactor Item collections for thread safety and performance
Replaces static Item.ItemList and related collections with thread-safe data structures using ConcurrentDictionary and ImmutableHashSet. Adds thread-safe helpers for marking items for deconstruction and managing item lists. Updates all usages of Item.ItemList and DeconstructItems to use new APIs, improving performance and safety in multi-threaded contexts. Also refactors MeleeWeapon and Projectile impact queues to use ConcurrentQueue, and updates related logic throughout the codebase.
This commit is contained in:
@@ -3,6 +3,7 @@ using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Immutable;
|
||||
using System.Linq;
|
||||
@@ -24,7 +25,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private readonly HashSet<Entity> hitTargets = new HashSet<Entity>();
|
||||
|
||||
private readonly Queue<Fixture> impactQueue = new Queue<Fixture>();
|
||||
private readonly ConcurrentQueue<Fixture> impactQueue = new ConcurrentQueue<Fixture>();
|
||||
|
||||
public Character User { get; private set; }
|
||||
|
||||
@@ -190,17 +191,16 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (!item.body.Enabled)
|
||||
{
|
||||
impactQueue.Clear();
|
||||
while (impactQueue.TryDequeue(out _)) { } // Clear queue
|
||||
return;
|
||||
}
|
||||
if (picker == null || !picker.HeldItems.Contains(item))
|
||||
{
|
||||
impactQueue.Clear();
|
||||
while (impactQueue.TryDequeue(out _)) { } // Clear queue
|
||||
IsActive = false;
|
||||
}
|
||||
while (impactQueue.Count > 0)
|
||||
while (impactQueue.TryDequeue(out var impact))
|
||||
{
|
||||
var impact = impactQueue.Dequeue();
|
||||
HandleImpact(impact);
|
||||
}
|
||||
//in case handling the impact does something to the picker
|
||||
@@ -300,7 +300,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private void RestoreCollision()
|
||||
{
|
||||
impactQueue.Clear();
|
||||
while (impactQueue.TryDequeue(out _)) { } // Clear queue
|
||||
item.body.FarseerBody.OnCollision -= OnCollision;
|
||||
item.body.CollisionCategories = Physics.CollisionItem;
|
||||
item.body.CollidesWith = Physics.DefaultItemCollidesWith;
|
||||
|
||||
@@ -5,6 +5,7 @@ using FarseerPhysics.Dynamics.Contacts;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Immutable;
|
||||
using System.Linq;
|
||||
@@ -72,7 +73,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public const float WaterDragCoefficient = 0.1f;
|
||||
|
||||
private readonly Queue<Impact> impactQueue = new Queue<Impact>();
|
||||
private readonly ConcurrentQueue<Impact> impactQueue = new ConcurrentQueue<Impact>();
|
||||
|
||||
private bool removePending;
|
||||
|
||||
@@ -840,9 +841,8 @@ namespace Barotrauma.Items.Components
|
||||
DisableProjectileCollisions();
|
||||
}
|
||||
}
|
||||
while (impactQueue.Count > 0)
|
||||
while (impactQueue.TryDequeue(out var impact))
|
||||
{
|
||||
var impact = impactQueue.Dequeue();
|
||||
HandleProjectileCollision(impact.Fixture, impact.Normal, impact.LinearVelocity);
|
||||
}
|
||||
|
||||
|
||||
@@ -723,11 +723,11 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (item0 == null && item1 != null)
|
||||
{
|
||||
item0 = Item.ItemList.Find(it => it.GetComponent<ConnectionPanel>()?.DisconnectedWires.Contains(this) ?? false);
|
||||
item0 = Item.ItemList.FirstOrDefault(it => it.GetComponent<ConnectionPanel>()?.DisconnectedWires.Contains(this) ?? false);
|
||||
}
|
||||
else if (item0 != null && item1 == null)
|
||||
{
|
||||
item1 = Item.ItemList.Find(it => it.GetComponent<ConnectionPanel>()?.DisconnectedWires.Contains(this) ?? false);
|
||||
item1 = Item.ItemList.FirstOrDefault(it => it.GetComponent<ConnectionPanel>()?.DisconnectedWires.Contains(this) ?? false);
|
||||
}
|
||||
|
||||
if (item0 == null || item1 == null || nodes.Count == 0) { return; }
|
||||
|
||||
@@ -14,7 +14,9 @@ using Barotrauma.Extensions;
|
||||
using Barotrauma.MapCreatures.Behavior;
|
||||
using MoonSharp.Interpreter;
|
||||
using System.Collections.Immutable;
|
||||
using System.Threading;
|
||||
using Barotrauma.Abilities;
|
||||
using HarmonyLib;
|
||||
|
||||
#if CLIENT
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
@@ -27,57 +29,172 @@ namespace Barotrauma
|
||||
#region Lists
|
||||
|
||||
/// <summary>
|
||||
/// A list of every item that exists somewhere in the world. Note that there can be a huge number of items in the list,
|
||||
/// and you probably shouldn't be enumerating it to find some that match some specific criteria (unless that's done very, very sparsely or during initialization).
|
||||
/// Thread-safe dictionary of all items by ID.
|
||||
/// </summary>
|
||||
public static readonly List<Item> ItemList = new List<Item>();
|
||||
private static readonly ConcurrentDictionary<ushort, Item> _itemDictionary = new ConcurrentDictionary<ushort, Item>();
|
||||
|
||||
private static readonly HashSet<Item> _dangerousItems = new HashSet<Item>();
|
||||
/// <summary>
|
||||
/// Provides thread-safe enumeration over all items.
|
||||
/// </summary>
|
||||
public static ICollection<Item> ItemList => _itemDictionary.Values;
|
||||
|
||||
/// <summary>
|
||||
/// Thread-safe item lookup by ID.
|
||||
/// </summary>
|
||||
public static Item GetItemById(ushort id)
|
||||
{
|
||||
_itemDictionary.TryGetValue(id, out var item);
|
||||
return item;
|
||||
}
|
||||
|
||||
// Thread-safe optimized item collections using Immutable + atomic swap pattern
|
||||
private static volatile ImmutableHashSet<Item> _dangerousItems = ImmutableHashSet<Item>.Empty;
|
||||
private static volatile ImmutableHashSet<Item> _repairableItems = ImmutableHashSet<Item>.Empty;
|
||||
private static volatile ImmutableHashSet<Item> _cleanableItems = ImmutableHashSet<Item>.Empty;
|
||||
private static volatile ImmutableHashSet<Item> _sonarVisibleItems = ImmutableHashSet<Item>.Empty;
|
||||
private static volatile ImmutableHashSet<Item> _turretTargetItems = ImmutableHashSet<Item>.Empty;
|
||||
private static volatile ImmutableHashSet<Item> _chairItems = ImmutableHashSet<Item>.Empty;
|
||||
|
||||
// DeconstructItems uses ConcurrentDictionary to simulate a thread-safe HashSet
|
||||
private static readonly ConcurrentDictionary<Item, byte> _deconstructItems = new ConcurrentDictionary<Item, byte>();
|
||||
|
||||
public static IReadOnlyCollection<Item> DangerousItems => _dangerousItems;
|
||||
|
||||
private static readonly List<Item> _repairableItems = new List<Item>();
|
||||
|
||||
/// <summary>
|
||||
/// Items that have one more more Repairable component
|
||||
/// </summary>
|
||||
public static IReadOnlyCollection<Item> RepairableItems => _repairableItems;
|
||||
|
||||
private static readonly List<Item> _cleanableItems = new List<Item>();
|
||||
|
||||
/// <summary>
|
||||
/// Items that may potentially need to be cleaned up (pickable, not attached to a wall, and not inside a valid container)
|
||||
/// </summary>
|
||||
public static IReadOnlyCollection<Item> CleanableItems => _cleanableItems;
|
||||
|
||||
private static readonly HashSet<Item> _deconstructItems = new HashSet<Item>();
|
||||
|
||||
/// <summary>
|
||||
/// Items that have been marked for deconstruction
|
||||
/// Items that have been marked for deconstruction. Thread-safe collection.
|
||||
/// </summary>
|
||||
public static HashSet<Item> DeconstructItems => _deconstructItems;
|
||||
|
||||
private static readonly List<Item> _sonarVisibleItems = new List<Item>();
|
||||
public static ICollection<Item> DeconstructItems => _deconstructItems.Keys;
|
||||
|
||||
/// <summary>
|
||||
/// Items whose <see cref="ItemPrefab.SonarSize"/> is larger than 0
|
||||
/// </summary>
|
||||
public static IReadOnlyCollection<Item> SonarVisibleItems => _sonarVisibleItems;
|
||||
|
||||
private static readonly List<Item> _turretTargetItems = new List<Item>();
|
||||
|
||||
/// <summary>
|
||||
/// Items whose <see cref="ItemPrefab.IsAITurretTarget"/> is true.
|
||||
/// </summary>
|
||||
public static IReadOnlyCollection<Item> TurretTargetItems => _turretTargetItems;
|
||||
|
||||
private static readonly List<Item> _chairItems = new List<Item>();
|
||||
|
||||
/// <summary>
|
||||
/// Items that have the tag <see cref="Tags.ChairItem"/>. Which is an oddly specific thing, but useful as an optimization for NPC AI.
|
||||
/// </summary>
|
||||
public static IReadOnlyCollection<Item> ChairItems => _chairItems;
|
||||
|
||||
#region Thread-safe collection helpers
|
||||
|
||||
/// <summary>
|
||||
/// Atomically adds an item to an immutable set using compare-and-swap.
|
||||
/// </summary>
|
||||
private static void AddToImmutableSet(ref ImmutableHashSet<Item> location, Item item)
|
||||
{
|
||||
ImmutableHashSet<Item> original, updated;
|
||||
do
|
||||
{
|
||||
original = location;
|
||||
updated = original.Add(item);
|
||||
if (ReferenceEquals(original, updated)) return; // Already exists
|
||||
}
|
||||
while (Interlocked.CompareExchange(ref location, updated, original) != original);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Atomically removes an item from an immutable set using compare-and-swap.
|
||||
/// </summary>
|
||||
private static void RemoveFromImmutableSet(ref ImmutableHashSet<Item> location, Item item)
|
||||
{
|
||||
ImmutableHashSet<Item> original, updated;
|
||||
do
|
||||
{
|
||||
original = location;
|
||||
updated = original.Remove(item);
|
||||
if (ReferenceEquals(original, updated)) return; // Doesn't exist
|
||||
}
|
||||
while (Interlocked.CompareExchange(ref location, updated, original) != original);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Marks an item for deconstruction (thread-safe).
|
||||
/// </summary>
|
||||
public static void MarkForDeconstruction(Item item)
|
||||
{
|
||||
_deconstructItems.TryAdd(item, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unmarks an item for deconstruction (thread-safe).
|
||||
/// </summary>
|
||||
public static void UnmarkForDeconstruction(Item item)
|
||||
{
|
||||
_deconstructItems.TryRemove(item, out _);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if an item is marked for deconstruction (thread-safe).
|
||||
/// </summary>
|
||||
public static bool IsMarkedForDeconstruction(Item item)
|
||||
{
|
||||
return _deconstructItems.ContainsKey(item);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears all item collections (thread-safe). Used during unloading.
|
||||
/// </summary>
|
||||
public static void ClearAllItemCollections()
|
||||
{
|
||||
_itemDictionary.Clear();
|
||||
_dangerousItems = ImmutableHashSet<Item>.Empty;
|
||||
_repairableItems = ImmutableHashSet<Item>.Empty;
|
||||
_cleanableItems = ImmutableHashSet<Item>.Empty;
|
||||
_sonarVisibleItems = ImmutableHashSet<Item>.Empty;
|
||||
_turretTargetItems = ImmutableHashSet<Item>.Empty;
|
||||
_chairItems = ImmutableHashSet<Item>.Empty;
|
||||
_deconstructItems.Clear();
|
||||
while (_pendingConditionUpdates.TryDequeue(out _)) { }
|
||||
_cachedItemList = null;
|
||||
_cachedItemListVersion = -1;
|
||||
}
|
||||
|
||||
// Cached item list for indexed access (used by AI systems)
|
||||
private static volatile List<Item> _cachedItemList;
|
||||
private static volatile int _cachedItemListVersion = -1;
|
||||
private static volatile int _itemListVersion;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a cached list snapshot of all items for indexed access.
|
||||
/// The list is refreshed when items are added or removed.
|
||||
/// Thread-safe but may return slightly stale data.
|
||||
/// </summary>
|
||||
public static List<Item> GetCachedItemList()
|
||||
{
|
||||
int currentVersion = _itemListVersion;
|
||||
if (_cachedItemList == null || _cachedItemListVersion != currentVersion)
|
||||
{
|
||||
_cachedItemList = _itemDictionary.Values.ToList();
|
||||
_cachedItemListVersion = currentVersion;
|
||||
}
|
||||
return _cachedItemList;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when items are added or removed to invalidate the cached list.
|
||||
/// </summary>
|
||||
private static void InvalidateCachedItemList()
|
||||
{
|
||||
Interlocked.Increment(ref _itemListVersion);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
public new ItemPrefab Prefab => base.Prefab as ItemPrefab;
|
||||
@@ -179,7 +296,12 @@ namespace Barotrauma
|
||||
|
||||
private bool transformDirty = true;
|
||||
|
||||
private static readonly List<Item> itemsWithPendingConditionUpdates = new List<Item>();
|
||||
private static readonly ConcurrentQueue<Item> _pendingConditionUpdates = new ConcurrentQueue<Item>();
|
||||
|
||||
/// <summary>
|
||||
/// Flag to avoid duplicate enqueue for pending condition updates.
|
||||
/// </summary>
|
||||
private volatile bool _hasPendingConditionUpdate;
|
||||
|
||||
private float lastSentCondition;
|
||||
private float sendConditionUpdateTimer;
|
||||
@@ -845,11 +967,11 @@ namespace Barotrauma
|
||||
isDangerous = value;
|
||||
if (!value)
|
||||
{
|
||||
_dangerousItems.Remove(this);
|
||||
RemoveFromImmutableSet(ref _dangerousItems, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
_dangerousItems.Add(this);
|
||||
AddToImmutableSet(ref _dangerousItems, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1398,12 +1520,13 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
InsertToList();
|
||||
ItemList.Add(this);
|
||||
if (Prefab.IsDangerous) { _dangerousItems.Add(this); }
|
||||
if (Repairables.Any()) { _repairableItems.Add(this); }
|
||||
if (Prefab.SonarSize > 0.0f) { _sonarVisibleItems.Add(this); }
|
||||
if (Prefab.IsAITurretTarget) { _turretTargetItems.Add(this); }
|
||||
if (Prefab.Tags.Contains(Barotrauma.Tags.ChairItem)) { _chairItems.Add(this); }
|
||||
_itemDictionary.TryAdd(ID, this);
|
||||
InvalidateCachedItemList();
|
||||
if (Prefab.IsDangerous) { AddToImmutableSet(ref _dangerousItems, this); }
|
||||
if (Repairables.Any()) { AddToImmutableSet(ref _repairableItems, this); }
|
||||
if (Prefab.SonarSize > 0.0f) { AddToImmutableSet(ref _sonarVisibleItems, this); }
|
||||
if (Prefab.IsAITurretTarget) { AddToImmutableSet(ref _turretTargetItems, this); }
|
||||
if (Prefab.Tags.Contains(Barotrauma.Tags.ChairItem)) { AddToImmutableSet(ref _chairItems, this); }
|
||||
CheckCleanable();
|
||||
|
||||
DebugConsole.Log("Created " + Name + " (" + ID + ")");
|
||||
@@ -1756,14 +1879,11 @@ namespace Barotrauma
|
||||
Prefab.PreferredContainers.Any() &&
|
||||
(container == null || container.HasTag(Barotrauma.Tags.AllowCleanup)))
|
||||
{
|
||||
if (!_cleanableItems.Contains(this))
|
||||
{
|
||||
_cleanableItems.Add(this);
|
||||
}
|
||||
AddToImmutableSet(ref _cleanableItems, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
_cleanableItems.Remove(this);
|
||||
RemoveFromImmutableSet(ref _cleanableItems, this);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2294,9 +2414,10 @@ namespace Barotrauma
|
||||
{
|
||||
needsConditionUpdate = true;
|
||||
}
|
||||
if (needsConditionUpdate && !itemsWithPendingConditionUpdates.Contains(this))
|
||||
if (needsConditionUpdate && !_hasPendingConditionUpdate)
|
||||
{
|
||||
itemsWithPendingConditionUpdates.Add(this);
|
||||
_hasPendingConditionUpdate = true;
|
||||
_pendingConditionUpdates.Enqueue(this);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2352,9 +2473,9 @@ namespace Barotrauma
|
||||
public void SendPendingNetworkUpdates()
|
||||
{
|
||||
if (!(GameMain.NetworkMember is { IsServer: true })) { return; }
|
||||
if (!itemsWithPendingConditionUpdates.Contains(this)) { return; }
|
||||
if (!_hasPendingConditionUpdate) { return; }
|
||||
SendPendingNetworkUpdatesInternal();
|
||||
itemsWithPendingConditionUpdates.Remove(this);
|
||||
_hasPendingConditionUpdate = false;
|
||||
}
|
||||
|
||||
private void SendPendingNetworkUpdatesInternal()
|
||||
@@ -2383,21 +2504,35 @@ namespace Barotrauma
|
||||
public static void UpdatePendingConditionUpdates(float deltaTime)
|
||||
{
|
||||
if (GameMain.NetworkMember is not { IsServer: true }) { return; }
|
||||
for (int i = 0; i < itemsWithPendingConditionUpdates.Count; i++)
|
||||
|
||||
int count = _pendingConditionUpdates.Count;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
var item = itemsWithPendingConditionUpdates[i];
|
||||
if (!_pendingConditionUpdates.TryDequeue(out var item)) { break; }
|
||||
|
||||
if (item == null || item.Removed)
|
||||
{
|
||||
itemsWithPendingConditionUpdates.RemoveAt(i--);
|
||||
item._hasPendingConditionUpdate = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (item.Submarine is { Loading: true })
|
||||
{
|
||||
// Re-enqueue, still loading
|
||||
_pendingConditionUpdates.Enqueue(item);
|
||||
continue;
|
||||
}
|
||||
if (item.Submarine is { Loading: true }) { continue; }
|
||||
|
||||
item.sendConditionUpdateTimer -= deltaTime;
|
||||
if (item.sendConditionUpdateTimer <= 0.0f)
|
||||
{
|
||||
item.SendPendingNetworkUpdatesInternal();
|
||||
itemsWithPendingConditionUpdates.RemoveAt(i--);
|
||||
item._hasPendingConditionUpdate = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Not ready yet, re-enqueue
|
||||
_pendingConditionUpdates.Enqueue(item);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4217,7 +4352,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (element.GetAttributeBool("markedfordeconstruction", false)) { _deconstructItems.Add(item); }
|
||||
if (element.GetAttributeBool("markedfordeconstruction", false)) { _deconstructItems.TryAdd(item, 0); }
|
||||
|
||||
float prevRotation = item.Rotation;
|
||||
if (element.GetAttributeBool("flippedx", false)) { item.FlipX(relativeToSub: false, force: true); }
|
||||
@@ -4510,7 +4645,7 @@ namespace Barotrauma
|
||||
new XAttribute("name", Prefab.OriginalName),
|
||||
new XAttribute("identifier", Prefab.Identifier),
|
||||
new XAttribute("ID", ID),
|
||||
new XAttribute("markedfordeconstruction", _deconstructItems.Contains(this)));
|
||||
new XAttribute("markedfordeconstruction", _deconstructItems.ContainsKey(this)));
|
||||
|
||||
if (PendingItemSwap != null)
|
||||
{
|
||||
@@ -4713,14 +4848,16 @@ namespace Barotrauma
|
||||
|
||||
private void RemoveFromLists()
|
||||
{
|
||||
ItemList.Remove(this);
|
||||
_dangerousItems.Remove(this);
|
||||
_repairableItems.Remove(this);
|
||||
_sonarVisibleItems.Remove(this);
|
||||
_cleanableItems.Remove(this);
|
||||
_deconstructItems.Remove(this);
|
||||
_turretTargetItems.Remove(this);
|
||||
_chairItems.Remove(this);
|
||||
_itemDictionary.TryRemove(ID, out _);
|
||||
InvalidateCachedItemList();
|
||||
RemoveFromImmutableSet(ref _dangerousItems, this);
|
||||
RemoveFromImmutableSet(ref _repairableItems, this);
|
||||
RemoveFromImmutableSet(ref _sonarVisibleItems, this);
|
||||
RemoveFromImmutableSet(ref _cleanableItems, this);
|
||||
_deconstructItems.TryRemove(this, out _);
|
||||
RemoveFromImmutableSet(ref _turretTargetItems, this);
|
||||
RemoveFromImmutableSet(ref _chairItems, this);
|
||||
_hasPendingConditionUpdate = false;
|
||||
RemoveFromDroppedStack(allowClientExecute: true);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user