Refactor MapEntity.UpdateAll for improved parallelism
Rewrites MapEntity.UpdateAll to use more granular parallelism, reducing contention and improving performance by parallelizing hull, structure, and gap resets, while keeping order-dependent and non-thread-safe updates sequential. Updates GameScreen to pass ParallelOptions to UpdateAll.
This commit is contained in:
@@ -638,53 +638,80 @@ namespace Barotrauma
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}
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/// <summary>
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/// Call Update() on every object in Entity.list
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/// Call Update() on every object in Entity.list - 完全并行版本
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/// </summary>
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public static void UpdateAll(float deltaTime, Camera cam)
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public static void UpdateAll(float deltaTime, Camera cam , ParallelOptions parallelOptions)
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{
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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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#endif
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Task StructuralTask = Task.Factory.StartNew(() =>
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{
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if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
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bool shouldUpdateMapEntities = mapEntityUpdateTick % MapEntityUpdateInterval == 0;
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bool shouldUpdatePower = mapEntityUpdateTick % PoweredUpdateInterval == 0;
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// Buffer lists to avoid repeated allocations
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var hullList = shouldUpdateMapEntities ? Hull.HullList.ToList() : null;
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var structureList = shouldUpdateMapEntities ? Structure.WallList.ToList() : null;
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var gapList = Gap.GapList.ToList();
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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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Parallel.Invoke(parallelOptions,
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// Hull parallel update
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() =>
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{
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foreach (Hull hull in Hull.HullList)
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if (shouldUpdateMapEntities && hullList != null)
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{
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hull.Update(deltaTime * MapEntityUpdateInterval, cam);
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Parallel.ForEach(hullList, parallelOptions, hull =>
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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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// Structure parallel update
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() =>
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{
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if (shouldUpdateMapEntities && structureList != null)
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{
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Parallel.ForEach(structureList, parallelOptions, structure =>
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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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// Gap reset (must be done before update)
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() =>
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{
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Parallel.ForEach(gapList, parallelOptions, gap =>
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{
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gap.ResetWaterFlowThisFrame();
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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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if (shouldUpdatePower)
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{
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Powered.UpdatePower(deltaTime * PoweredUpdateInterval);
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}
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}
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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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if (shouldUpdateMapEntities)
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{
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Hull.UpdateCheats(deltaTime * MapEntityUpdateInterval, cam);
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}
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#endif
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foreach (Structure structure in Structure.WallList)
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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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Task GapTask = Task.Factory.StartNew(() =>
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// Gap update (has order dependencies, keep random order but execute sequentially)
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var shuffledGaps = gapList.OrderBy(g => Rand.Int(int.MaxValue)).ToList();
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foreach (Gap gap in shuffledGaps)
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{
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foreach (Gap gap in Gap.GapList)
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{
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gap.ResetWaterFlowThisFrame();
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}
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//update gaps in random order, because otherwise in rooms with multiple gaps
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//the water/air will always tend to flow through the first gap in the list,
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//which may lead to weird behavior like water draining down only through
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//one gap in a room even if there are several
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foreach (Gap gap in Gap.GapList.OrderBy(g => Rand.Int(int.MaxValue)))
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{
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gap.Update(deltaTime, cam);
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}
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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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gap.Update(deltaTime, cam);
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}
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#if CLIENT
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@@ -692,45 +719,39 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity:Misc", sw.ElapsedTicks);
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sw.Restart();
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#endif
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//TODO: Divide ItemList into different parts to update
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Task ItemTask = Task.Factory.StartNew(() =>
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{
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Item.UpdatePendingConditionUpdates(deltaTime);
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if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
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{
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Item lastUpdatedItem = null;
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try
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{
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foreach (Item item in Item.ItemList)
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{
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lastUpdatedItem = item;
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item.Update(deltaTime * MapEntityUpdateInterval, 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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Task.WaitAll(ItemTask, GapTask, StructuralTask);
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if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
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// Item update (Item.Update() is not thread-safe and must be executed on the main thread)
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if (shouldUpdateMapEntities && itemList != null)
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{
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UpdateAllProjSpecific(deltaTime * MapEntityUpdateInterval);
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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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foreach (Item item in itemList)
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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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UpdateAllProjSpecific(scaledDeltaTime);
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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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GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity:Items", sw.ElapsedTicks);
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sw.Restart();
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#endif
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}
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@@ -273,11 +273,11 @@ namespace Barotrauma
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});
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#if CLIENT
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MapEntity.UpdateAll((float)deltaTime, cam);
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MapEntity.UpdateAll((float)deltaTime, cam, parallelOptions);
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#elif SERVER
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// TODO: Move both UpdateAll() method to this file
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MapEntity.UpdateAll((float)deltaTime, Camera.Instance);
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MapEntity.UpdateAll((float)deltaTime, Camera.Instance, parallelOptions);
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StatusEffect.UpdateAll((float)deltaTime);
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#endif
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