Refactor server event processing and entity updates
This commit is contained in:
@@ -8,7 +8,6 @@ using System.Linq;
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using System.Reflection;
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using System.Threading.Tasks;
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using System.Xml.Linq;
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using static OneOf.Types.TrueFalseOrNull;
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namespace Barotrauma
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{
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@@ -643,7 +642,7 @@ namespace Barotrauma
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/// </summary>
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public static void UpdateAll(float deltaTime, Camera cam, ParallelOptions parallelOptions)
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{
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Random rand = new Random();
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mapEntityUpdateTick++;
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#if CLIENT
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var sw = new System.Diagnostics.Stopwatch();
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sw.Start();
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@@ -665,46 +664,50 @@ namespace Barotrauma
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while (n > 1)
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{
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n--;
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int k = rand.Next(n + 1);
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int k = Rand.Int(n + 1);
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(gapList[n], gapList[k]) = (gapList[k], gapList[n]);
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}
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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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Parallel.Invoke(parallelOptions,
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() =>
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{
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Parallel.ForEach(hullList, parallelOptions, hull =>
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int mapEntityUpdateInterval = Math.Max(MapEntityUpdateInterval, 1);
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int poweredUpdateInterval = Math.Max(PoweredUpdateInterval, 1);
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if (mapEntityUpdateTick % mapEntityUpdateInterval == 0)
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{
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float mapEntityDeltaTime = deltaTime * mapEntityUpdateInterval;
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Parallel.Invoke(parallelOptions,
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() =>
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{
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hull.Update(deltaTime, cam);
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});
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},
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// Structure parallel update
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() =>
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{
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Parallel.ForEach(structureList, parallelOptions, structure =>
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Parallel.ForEach(hullList, parallelOptions, hull =>
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{
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hull.Update(mapEntityDeltaTime, cam);
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});
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},
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() =>
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{
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structure.Update(deltaTime, cam);
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Parallel.ForEach(structureList, parallelOptions, structure =>
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{
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structure.Update(mapEntityDeltaTime, cam);
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});
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});
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},
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() =>
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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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// PLEASE WORK
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Parallel.ForEach(gapList, 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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},
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// Powered components update
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() =>
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{
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Powered.UpdatePower(deltaTime);
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}
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);
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}
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foreach (Gap gap in gapList)
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{
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gap.ResetWaterFlowThisFrame();
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}
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foreach (Gap gap in gapList)
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{
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gap.Update(deltaTime, cam);
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}
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if (mapEntityUpdateTick % poweredUpdateInterval == 0)
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{
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Powered.UpdatePower(deltaTime * poweredUpdateInterval);
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}
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#if CLIENT
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// Hull Cheats need to be executed after Hull update
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@@ -720,27 +723,42 @@ 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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Item lastUpdatedItem = null;
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try
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if (mapEntityUpdateTick % mapEntityUpdateInterval == 0)
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{
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foreach (Item item in itemList)
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float itemDeltaTime = deltaTime * mapEntityUpdateInterval;
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Item lastUpdatedItem = null;
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try
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{
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lastUpdatedItem = item;
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item.Update(deltaTime, cam);
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foreach (Item item in itemList)
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{
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if (LuaCsSetup.Instance.Game.UpdatePriorityItems.Contains(item)) { continue; }
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lastUpdatedItem = item;
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item.Update(itemDeltaTime, cam);
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}
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}
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catch (InvalidOperationException e)
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{
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GameAnalyticsManager.AddErrorEventOnce(
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"MapEntity.UpdateAll:ItemUpdateInvalidOperation",
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GameAnalyticsManager.ErrorSeverity.Critical,
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$"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}");
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throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
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}
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}
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catch (InvalidOperationException e)
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foreach (var item in LuaCsSetup.Instance.Game.UpdatePriorityItems)
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{
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GameAnalyticsManager.AddErrorEventOnce(
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"MapEntity.UpdateAll:ItemUpdateInvalidOperation",
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GameAnalyticsManager.ErrorSeverity.Critical,
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$"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}");
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throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
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if (item.Removed) { continue; }
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item.Update(deltaTime, cam);
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}
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UpdateAllProjSpecific(deltaTime);
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Spawner?.Update();
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if (mapEntityUpdateTick % mapEntityUpdateInterval == 0)
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{
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UpdateAllProjSpecific(deltaTime * mapEntityUpdateInterval);
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Spawner?.Update();
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}
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#if CLIENT
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sw.Stop();
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