OBT/1.0.3
Restored multiple removed parallel stuff Restored PF support(why) Fixed #7
This commit is contained in:
+3
@@ -8,6 +8,9 @@ using System.Threading;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using static Barotrauma.EosInterface.Ownership;
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using static Barotrauma.EosInterface.Ownership;
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// DO NOT TOUCH ANYTHING HERE
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// OR EVERYTHING WILL FAIL
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namespace Barotrauma.Networking
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namespace Barotrauma.Networking
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{
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{
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class ServerEntityEvent : NetEntityEvent
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class ServerEntityEvent : NetEntityEvent
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@@ -652,28 +652,34 @@ namespace Barotrauma
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bool shouldUpdatePower = mapEntityUpdateTick % PoweredUpdateInterval == 0;
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bool shouldUpdatePower = mapEntityUpdateTick % PoweredUpdateInterval == 0;
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// Buffer lists to avoid repeated allocations
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// Buffer lists to avoid repeated allocations
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List<Hull> hullList = new List<Hull>(Hull.HullList);
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var hullList = shouldUpdateMapEntities ? Hull.HullList.ToList() : null;
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List<Structure> structureList = new List<Structure>(Structure.WallList);
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var structureList = shouldUpdateMapEntities ? Structure.WallList.ToList() : null;
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List<Gap> gapList = new List<Gap>(Gap.GapList);
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var gapList = Gap.GapList.ToList();
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List<Item> itemList = new List<Item>(Item.ItemList);
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var itemList = shouldUpdateMapEntities ? Item.ItemList.ToList() : null;
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// First phase: parallel updates that have no order dependencies
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// First phase: parallel updates that have no order dependencies
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Parallel.Invoke(parallelOptions,
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Parallel.Invoke(parallelOptions,
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// Hull parallel update
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// Hull parallel update
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() =>
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() =>
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{
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{
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Parallel.ForEach(hullList, parallelOptions, hull =>
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if (shouldUpdateMapEntities && hullList != null)
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{
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{
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hull.Update(deltaTime, cam);
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Parallel.ForEach(hullList, parallelOptions, hull =>
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});
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{
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hull.Update(deltaTime * MapEntityUpdateInterval, cam);
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});
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}
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},
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},
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// Structure parallel update
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// Structure parallel update
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() =>
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() =>
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{
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{
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Parallel.ForEach(structureList, parallelOptions, structure =>
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if (shouldUpdateMapEntities && structureList != null)
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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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{
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structure.Update(deltaTime * MapEntityUpdateInterval, cam);
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});
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}
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},
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},
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// Gap reset (must be done before update)
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// Gap reset (must be done before update)
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() =>
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() =>
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@@ -688,7 +694,7 @@ namespace Barotrauma
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{
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{
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if (shouldUpdatePower)
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if (shouldUpdatePower)
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{
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{
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Powered.UpdatePower(deltaTime);
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Powered.UpdatePower(deltaTime * PoweredUpdateInterval);
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}
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}
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}
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}
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);
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);
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@@ -715,30 +721,33 @@ namespace Barotrauma
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#endif
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#endif
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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 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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if (shouldUpdateMapEntities && itemList != null)
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float scaledDeltaTime = deltaTime;
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Item lastUpdatedItem = null;
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try
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{
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{
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foreach (Item item in itemList)
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Item.UpdatePendingConditionUpdates(deltaTime);
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float scaledDeltaTime = deltaTime * MapEntityUpdateInterval;
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Item lastUpdatedItem = null;
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try
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{
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{
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lastUpdatedItem = item;
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foreach (Item item in itemList)
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item.Update(scaledDeltaTime, cam);
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{
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lastUpdatedItem = item;
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item.Update(scaledDeltaTime, 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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}
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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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UpdateAllProjSpecific(scaledDeltaTime);
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UpdateAllProjSpecific(scaledDeltaTime);
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Spawner?.Update();
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Spawner?.Update();
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}
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#if CLIENT
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#if CLIENT
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sw.Stop();
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sw.Stop();
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@@ -2,16 +2,17 @@
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using Barotrauma.IO;
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using Barotrauma.IO;
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using Barotrauma.Items.Components;
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using Barotrauma.Items.Components;
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using Barotrauma.Networking;
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using Barotrauma.Networking;
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using Barotrauma.PerkBehaviors;
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using FarseerPhysics;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using System;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Collections.Immutable;
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using System.Diagnostics;
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using System.Diagnostics;
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using System.Linq;
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using System.Linq;
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using System.Xml.Linq;
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using System.Xml.Linq;
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using Barotrauma.PerkBehaviors;
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using Voronoi2;
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using Voronoi2;
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namespace Barotrauma
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namespace Barotrauma
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@@ -508,23 +509,16 @@ namespace Barotrauma
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return dockedBorders;
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return dockedBorders;
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}
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}
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private readonly HashSet<Submarine> connectedSubs;
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private readonly ConcurrentBag<Submarine> connectedSubs;
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/// <summary>
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/// <summary>
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/// Returns a list of all submarines that are connected to this one via docking ports, including this sub.
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/// Returns a list of all submarines that are connected to this one via docking ports, including this sub.
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/// </summary>
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/// </summary>
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public IEnumerable<Submarine> GetConnectedSubs()
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public ConcurrentBag<Submarine> GetConnectedSubs()
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{
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{
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return connectedSubs;
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return connectedSubs;
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}
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}
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public void RefreshConnectedSubs()
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private void GetConnectedSubsRecursive(ConcurrentBag<Submarine> subs)
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{
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connectedSubs.Clear();
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connectedSubs.Add(this);
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GetConnectedSubsRecursive(connectedSubs);
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}
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private void GetConnectedSubsRecursive(HashSet<Submarine> subs)
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{
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{
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foreach (Submarine dockedSub in DockedTo)
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foreach (Submarine dockedSub in DockedTo)
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{
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{
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@@ -534,6 +528,12 @@ namespace Barotrauma
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}
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}
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}
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}
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public void RefreshConnectedSubs()
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{
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connectedSubs.Clear();
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connectedSubs.Add(this);
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GetConnectedSubsRecursive(connectedSubs);
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}
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/// <summary>
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/// <summary>
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/// Attempt to find a spawn position close to the specified position where the sub doesn't collide with walls/ruins
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/// Attempt to find a spawn position close to the specified position where the sub doesn't collide with walls/ruins
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/// </summary>
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/// </summary>
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@@ -1551,6 +1551,7 @@ namespace Barotrauma
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if (includingConnectedSubs)
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if (includingConnectedSubs)
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{
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{
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// Performance-sensitive code -> implemented without Linq.
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// Performance-sensitive code -> implemented without Linq.
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foreach (Submarine s in connectedSubs)
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foreach (Submarine s in connectedSubs)
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{
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{
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if (s == entity.Submarine && (allowDifferentTeam || entity.Submarine.TeamID == TeamID) && (allowDifferentType || entity.Submarine.Info.Type == Info.Type))
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if (s == entity.Submarine && (allowDifferentTeam || entity.Submarine.TeamID == TeamID) && (allowDifferentType || entity.Submarine.Info.Type == Info.Type))
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@@ -1642,7 +1643,7 @@ namespace Barotrauma
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{
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{
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Stopwatch sw = Stopwatch.StartNew();
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Stopwatch sw = Stopwatch.StartNew();
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connectedSubs = new HashSet<Submarine>(2)
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connectedSubs = new ConcurrentBag<Submarine>
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{
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{
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this
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this
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};
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};
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@@ -1829,7 +1830,7 @@ namespace Barotrauma
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}
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}
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}
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}
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if (Screen.Selected is { IsEditor : false })
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if (Screen.Selected is { IsEditor: false })
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{
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{
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foreach (Identifier layer in Info.LayersHiddenByDefault)
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foreach (Identifier layer in Info.LayersHiddenByDefault)
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{
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{
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@@ -151,16 +151,23 @@ namespace Barotrauma
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var physicsBodies = PhysicsBody.List.ToList();
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var physicsBodies = PhysicsBody.List.ToList();
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Parallel.ForEach(physicsBodies, parallelOptions, body =>
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Parallel.Invoke(parallelOptions,
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() =>
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{
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{
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if ((body.Enabled || body.UserData is Character) &&
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Parallel.ForEach(physicsBodies, parallelOptions, body =>
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body.BodyType != BodyType.Static)
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{
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{
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body.Update();
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if ((body.Enabled || body.UserData is Character) &&
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}
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body.BodyType != BodyType.Static)
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});
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{
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body.Update();
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GameMain.GameSession?.Update((float)deltaTime);
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}
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});
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},
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() =>
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{
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GameMain.GameSession?.Update((float)deltaTime);
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}
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);
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foreach (PhysicsBody body in physicsBodies)
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foreach (PhysicsBody body in physicsBodies)
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{
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{
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@@ -176,8 +183,10 @@ namespace Barotrauma
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var sw = new System.Diagnostics.Stopwatch();
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var sw = new System.Diagnostics.Stopwatch();
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sw.Start();
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sw.Start();
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GameMain.ParticleManager.Update((float)deltaTime);
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Parallel.Invoke(parallelOptions,
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if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam);
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() => GameMain.ParticleManager.Update((float)deltaTime),
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() => { if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam); }
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);
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sw.Stop();
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Update:Particles+Level", sw.ElapsedTicks);
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GameMain.PerformanceCounter.AddElapsedTicks("Update:Particles+Level", sw.ElapsedTicks);
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@@ -243,25 +252,26 @@ namespace Barotrauma
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Character.Controlled?.UpdateLocalCursor(cam);
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Character.Controlled?.UpdateLocalCursor(cam);
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#elif SERVER
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#elif SERVER
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if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance);
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if (Level.Loaded != null)
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{
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Level.Loaded.Update((float)deltaTime, Camera.Instance);
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}
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Character.UpdateAll((float)deltaTime, Camera.Instance);
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Character.UpdateAll((float)deltaTime, Camera.Instance);
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#endif
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#endif
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var submarines = Submarine.Loaded.ToList();
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var submarines = Submarine.Loaded.ToList();
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foreach(Submarine sub in submarines)
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Parallel.ForEach(submarines, parallelOptions, sub =>
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{
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{
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sub.SetPrevTransform(sub.Position);
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sub.SetPrevTransform(sub.Position);
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}
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});
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//
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Parallel.ForEach(physicsBodies, parallelOptions, body =>
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foreach (PhysicsBody body in physicsBodies)
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{
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{
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if (body.Enabled && body.BodyType != FarseerPhysics.BodyType.Static)
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if (body.Enabled && body.BodyType != FarseerPhysics.BodyType.Static)
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{
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{
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body.SetPrevTransform(body.SimPosition, body.Rotation);
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body.SetPrevTransform(body.SimPosition, body.Rotation);
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}
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}
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}
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});
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#if CLIENT
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#if CLIENT
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MapEntity.UpdateAll((float)deltaTime, cam, parallelOptions);
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MapEntity.UpdateAll((float)deltaTime, cam, parallelOptions);
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@@ -293,7 +303,8 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Update:Ragdolls", sw.ElapsedTicks);
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GameMain.PerformanceCounter.AddElapsedTicks("Update:Ragdolls", sw.ElapsedTicks);
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sw.Restart();
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sw.Restart();
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#endif
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#endif
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foreach (var sub in submarines)
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foreach(Submarine sub in submarines)
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{
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{
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sub.Update((float)deltaTime);
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sub.Update((float)deltaTime);
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}
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}
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