OBT/1.0.3

Restored multiple removed parallel stuff
Restored PF support(why)
Fixed #7
This commit is contained in:
NotAlwaysTrue
2025-12-27 02:12:25 +08:00
committed by GitHub
4 changed files with 109 additions and 85 deletions

View File

@@ -8,6 +8,9 @@ using System.Threading;
using System.Threading.Tasks;
using static Barotrauma.EosInterface.Ownership;
// DO NOT TOUCH ANYTHING HERE
// OR EVERYTHING WILL FAIL
namespace Barotrauma.Networking
{
class ServerEntityEvent : NetEntityEvent

View File

@@ -652,28 +652,34 @@ namespace Barotrauma
bool shouldUpdatePower = mapEntityUpdateTick % PoweredUpdateInterval == 0;
// Buffer lists to avoid repeated allocations
List<Hull> hullList = new List<Hull>(Hull.HullList);
List<Structure> structureList = new List<Structure>(Structure.WallList);
List<Gap> gapList = new List<Gap>(Gap.GapList);
List<Item> itemList = new List<Item>(Item.ItemList);
var hullList = shouldUpdateMapEntities ? Hull.HullList.ToList() : null;
var structureList = shouldUpdateMapEntities ? Structure.WallList.ToList() : null;
var gapList = Gap.GapList.ToList();
var itemList = shouldUpdateMapEntities ? Item.ItemList.ToList() : null;
// First phase: parallel updates that have no order dependencies
Parallel.Invoke(parallelOptions,
// Hull parallel update
() =>
{
Parallel.ForEach(hullList, parallelOptions, hull =>
if (shouldUpdateMapEntities && hullList != null)
{
hull.Update(deltaTime, cam);
});
Parallel.ForEach(hullList, parallelOptions, hull =>
{
hull.Update(deltaTime * MapEntityUpdateInterval, cam);
});
}
},
// Structure parallel update
() =>
{
Parallel.ForEach(structureList, parallelOptions, structure =>
if (shouldUpdateMapEntities && structureList != null)
{
structure.Update(deltaTime, cam);
});
Parallel.ForEach(structureList, parallelOptions, structure =>
{
structure.Update(deltaTime * MapEntityUpdateInterval, cam);
});
}
},
// Gap reset (must be done before update)
() =>
@@ -688,7 +694,7 @@ namespace Barotrauma
{
if (shouldUpdatePower)
{
Powered.UpdatePower(deltaTime);
Powered.UpdatePower(deltaTime * PoweredUpdateInterval);
}
}
);
@@ -715,30 +721,33 @@ namespace Barotrauma
#endif
// Item update (Item.Update() is not thread-safe and must be executed on the main thread)
Item.UpdatePendingConditionUpdates(deltaTime);
float scaledDeltaTime = deltaTime;
Item lastUpdatedItem = null;
try
if (shouldUpdateMapEntities && itemList != null)
{
foreach (Item item in itemList)
Item.UpdatePendingConditionUpdates(deltaTime);
float scaledDeltaTime = deltaTime * MapEntityUpdateInterval;
Item lastUpdatedItem = null;
try
{
lastUpdatedItem = item;
item.Update(scaledDeltaTime, cam);
foreach (Item item in itemList)
{
lastUpdatedItem = item;
item.Update(scaledDeltaTime, cam);
}
}
catch (InvalidOperationException e)
{
GameAnalyticsManager.AddErrorEventOnce(
"MapEntity.UpdateAll:ItemUpdateInvalidOperation",
GameAnalyticsManager.ErrorSeverity.Critical,
$"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}");
throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
}
}
catch (InvalidOperationException e)
{
GameAnalyticsManager.AddErrorEventOnce(
"MapEntity.UpdateAll:ItemUpdateInvalidOperation",
GameAnalyticsManager.ErrorSeverity.Critical,
$"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}");
throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
}
UpdateAllProjSpecific(scaledDeltaTime);
Spawner?.Update();
UpdateAllProjSpecific(scaledDeltaTime);
Spawner?.Update();
}
#if CLIENT
sw.Stop();

View File

@@ -2,16 +2,17 @@
using Barotrauma.IO;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Barotrauma.PerkBehaviors;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Diagnostics;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.PerkBehaviors;
using Voronoi2;
namespace Barotrauma
@@ -484,9 +485,9 @@ namespace Barotrauma
{
Rectangle dockedBorders = Borders;
checkSubmarineBorders.Add(this);
var connectedSubs = DockedTo.Where(s =>
!checkSubmarineBorders.Contains(s) &&
!s.Info.IsOutpost &&
var connectedSubs = DockedTo.Where(s =>
!checkSubmarineBorders.Contains(s) &&
!s.Info.IsOutpost &&
(allowDifferentTeam || s.TeamID == TeamID));
foreach (Submarine dockedSub in connectedSubs)
{
@@ -508,23 +509,16 @@ namespace Barotrauma
return dockedBorders;
}
private readonly HashSet<Submarine> connectedSubs;
private readonly ConcurrentBag<Submarine> connectedSubs;
/// <summary>
/// Returns a list of all submarines that are connected to this one via docking ports, including this sub.
/// </summary>
public IEnumerable<Submarine> GetConnectedSubs()
public ConcurrentBag<Submarine> GetConnectedSubs()
{
return connectedSubs;
}
public void RefreshConnectedSubs()
{
connectedSubs.Clear();
connectedSubs.Add(this);
GetConnectedSubsRecursive(connectedSubs);
}
private void GetConnectedSubsRecursive(HashSet<Submarine> subs)
private void GetConnectedSubsRecursive(ConcurrentBag<Submarine> subs)
{
foreach (Submarine dockedSub in DockedTo)
{
@@ -534,6 +528,12 @@ namespace Barotrauma
}
}
public void RefreshConnectedSubs()
{
connectedSubs.Clear();
connectedSubs.Add(this);
GetConnectedSubsRecursive(connectedSubs);
}
/// <summary>
/// Attempt to find a spawn position close to the specified position where the sub doesn't collide with walls/ruins
/// </summary>
@@ -551,7 +551,7 @@ namespace Barotrauma
minWidth += padding;
minHeight += padding;
int iterations = 0;
int iterations = 0;
const int maxIterations = 5;
do
{
@@ -580,9 +580,9 @@ namespace Barotrauma
//if the raycast hit a wall, attempt to place the spawnpos there
int offsetFromWall = 10 * -verticalMoveDir;
float pickedPos = ConvertUnits.ToDisplayUnits(LastPickedPosition.Y) + offsetFromWall;
closestPickedPos.Y =
verticalMoveDir > 0 ?
Math.Min(closestPickedPos.Y, pickedPos) :
closestPickedPos.Y =
verticalMoveDir > 0 ?
Math.Min(closestPickedPos.Y, pickedPos) :
Math.Max(closestPickedPos.Y, pickedPos);
}
}
@@ -597,7 +597,7 @@ namespace Barotrauma
bool couldMoveInVerticalMoveDir = Math.Sign(newSpawnPos.Y - spawnPos.Y) == Math.Sign(verticalMoveDir);
if (!couldMoveInVerticalMoveDir) { break; }
spawnPos = ClampToHorizontalLimits(newSpawnPos, limits);
}
}
iterations++;
} while (iterations < maxIterations);
@@ -1001,7 +1001,7 @@ namespace Barotrauma
/// <param name="ignoreBranches">Should plants' branches be ignored?</param>
/// <param name="blocksVisibilityPredicate">If the predicate returns false, the fixture is ignored even if it would normally block visibility.</param>
/// <returns>A physics body that was between the points (or null)</returns>
public static Body CheckVisibility(Vector2 rayStart, Vector2 rayEnd, bool ignoreLevel = false, bool ignoreSubs = false, bool ignoreSensors = true, bool ignoreDisabledWalls = true, bool ignoreBranches = true,
public static Body CheckVisibility(Vector2 rayStart, Vector2 rayEnd, bool ignoreLevel = false, bool ignoreSubs = false, bool ignoreSensors = true, bool ignoreDisabledWalls = true, bool ignoreBranches = true,
Predicate<Fixture> blocksVisibilityPredicate = null)
{
Body closestBody = null;
@@ -1160,10 +1160,10 @@ namespace Barotrauma
{
//a little hacky: undock and redock to ensure the hulls and gaps between docking ports are correct
//after all the parts of the submarine have been flipped and moved to correct places.
if (dockingPort.DockingTarget is { } dockingTarget)
if (dockingPort.DockingTarget is { } dockingTarget)
{
dockingPort.Undock();
dockingPort.Dock(dockingTarget);
dockingPort.Undock();
dockingPort.Dock(dockingTarget);
}
}
@@ -1487,7 +1487,7 @@ namespace Barotrauma
{
if (ignoreOutposts && sub.Info.IsOutpost) { continue; }
if (ignoreOutsideLevel && Level.Loaded != null && sub.IsAboveLevel) { continue; }
if (ignoreRespawnShuttle && sub.IsRespawnShuttle) { continue; }
if (ignoreRespawnShuttle && sub.IsRespawnShuttle) { continue; }
if (teamType.HasValue && sub.TeamID != teamType) { continue; }
float dist = Vector2.DistanceSquared(worldPosition, sub.WorldPosition);
if (closest == null || dist < closestDist)
@@ -1551,6 +1551,7 @@ namespace Barotrauma
if (includingConnectedSubs)
{
// Performance-sensitive code -> implemented without Linq.
foreach (Submarine s in connectedSubs)
{
if (s == entity.Submarine && (allowDifferentTeam || entity.Submarine.TeamID == TeamID) && (allowDifferentType || entity.Submarine.Info.Type == Info.Type))
@@ -1600,7 +1601,7 @@ namespace Barotrauma
Vector4 bounds = new Vector4(float.MaxValue, float.MinValue, float.MinValue, float.MaxValue);
foreach (XElement element in submarineElement.Elements())
{
if (element.Name == "Structure")
if (element.Name == "Structure")
{
string name = element.GetAttributeString("name", "");
Identifier identifier = element.GetAttributeIdentifier("identifier", "");
@@ -1642,7 +1643,7 @@ namespace Barotrauma
{
Stopwatch sw = Stopwatch.StartNew();
connectedSubs = new HashSet<Submarine>(2)
connectedSubs = new ConcurrentBag<Submarine>
{
this
};
@@ -1829,7 +1830,7 @@ namespace Barotrauma
}
}
if (Screen.Selected is { IsEditor : false })
if (Screen.Selected is { IsEditor: false })
{
foreach (Identifier layer in Info.LayersHiddenByDefault)
{
@@ -2011,7 +2012,7 @@ namespace Barotrauma
Item itemToSwap = kvp.Key;
ItemPrefab swapTo = kvp.Value;
itemToSwap.PurchasedNewSwap = item.PurchasedNewSwap;
if (itemToSwap.Prefab != swapTo) { itemToSwap.PendingItemSwap = swapTo; }
if (itemToSwap.Prefab != swapTo) { itemToSwap.PendingItemSwap = swapTo; }
}
}
@@ -2101,8 +2102,8 @@ namespace Barotrauma
public static void Unload()
{
if (Unloading)
{
if (Unloading)
{
DebugConsole.AddWarning($"Called {nameof(Submarine.Unload)} when already unloading.");
return;
}
@@ -2152,7 +2153,7 @@ namespace Barotrauma
Ragdoll.RemoveAll();
PhysicsBody.RemoveAll();
StatusEffect.StopAll();
StatusEffect.StopAll();
GameMain.World = null;
Powered.Grids.Clear();
@@ -2348,10 +2349,10 @@ namespace Barotrauma
if (potentialContainer.Submarine == this && !isSecondary)
{
//valid primary container in the same sub -> perfect, let's use that one
return potentialContainer;
return potentialContainer;
}
selectedContainer = potentialContainer;
}
return selectedContainer;
}

View File

@@ -151,16 +151,23 @@ namespace Barotrauma
var physicsBodies = PhysicsBody.List.ToList();
Parallel.ForEach(physicsBodies, parallelOptions, body =>
Parallel.Invoke(parallelOptions,
() =>
{
if ((body.Enabled || body.UserData is Character) &&
body.BodyType != BodyType.Static)
{
body.Update();
}
});
GameMain.GameSession?.Update((float)deltaTime);
Parallel.ForEach(physicsBodies, parallelOptions, body =>
{
if ((body.Enabled || body.UserData is Character) &&
body.BodyType != BodyType.Static)
{
body.Update();
}
});
},
() =>
{
GameMain.GameSession?.Update((float)deltaTime);
}
);
foreach (PhysicsBody body in physicsBodies)
{
@@ -176,8 +183,10 @@ namespace Barotrauma
var sw = new System.Diagnostics.Stopwatch();
sw.Start();
GameMain.ParticleManager.Update((float)deltaTime);
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam);
Parallel.Invoke(parallelOptions,
() => GameMain.ParticleManager.Update((float)deltaTime),
() => { if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam); }
);
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Particles+Level", sw.ElapsedTicks);
@@ -243,25 +252,26 @@ namespace Barotrauma
Character.Controlled?.UpdateLocalCursor(cam);
#elif SERVER
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance);
if (Level.Loaded != null)
{
Level.Loaded.Update((float)deltaTime, Camera.Instance);
}
Character.UpdateAll((float)deltaTime, Camera.Instance);
#endif
var submarines = Submarine.Loaded.ToList();
foreach(Submarine sub in submarines)
Parallel.ForEach(submarines, parallelOptions, sub =>
{
sub.SetPrevTransform(sub.Position);
}
});
//
foreach (PhysicsBody body in physicsBodies)
Parallel.ForEach(physicsBodies, parallelOptions, body =>
{
if (body.Enabled && body.BodyType != FarseerPhysics.BodyType.Static)
{
body.SetPrevTransform(body.SimPosition, body.Rotation);
{
body.SetPrevTransform(body.SimPosition, body.Rotation);
}
}
});
#if CLIENT
MapEntity.UpdateAll((float)deltaTime, cam, parallelOptions);
@@ -293,7 +303,8 @@ namespace Barotrauma
GameMain.PerformanceCounter.AddElapsedTicks("Update:Ragdolls", sw.ElapsedTicks);
sw.Restart();
#endif
foreach (var sub in submarines)
foreach(Submarine sub in submarines)
{
sub.Update((float)deltaTime);
}