Fix concurrent access issues with ConnectedClients

Replaced direct access to GameMain.Server.ConnectedClients with array snapshots in multiple server-side classes to prevent concurrent modification issues during parallel updates. Also updated PhysicsBody and LevelTrigger to avoid static/shared state in parallel contexts, improving thread safety and reliability.
This commit is contained in:
Eero
2026-01-08 00:26:29 +08:00
parent f4a0d149ca
commit caec44c57d
13 changed files with 108 additions and 59 deletions
@@ -1,3 +1,5 @@
using System.Linq;
namespace Barotrauma
{
partial class EventObjectiveAction : EventAction
@@ -13,9 +15,12 @@ namespace Barotrauma
ParentObjectiveId,
CanBeCompleted);
// Create snapshot to avoid concurrent access issues during parallel updates
var clients = GameMain.Server.ConnectedClients.ToArray();
if (TargetTag.IsEmpty)
{
foreach (var client in GameMain.Server.ConnectedClients)
foreach (var client in clients)
{
if (client.Character == null) { continue; }
EventManager.ServerWriteObjective(client, objective);
@@ -26,11 +31,11 @@ namespace Barotrauma
foreach (var target in ParentEvent.GetTargets(TargetTag))
{
if (target is not Character character) { continue; }
var ownerClient = GameMain.Server.ConnectedClients.Find(c => c.Character == character);
var ownerClient = clients.FirstOrDefault(c => c.Character == character);
if (ownerClient == null) { continue; }
EventManager.ServerWriteObjective(ownerClient, objective);
}
}
}
}
}
}