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
@@ -4799,7 +4799,9 @@ namespace Barotrauma.Networking
public static string CharacterLogName(Character character)
{
if (character == null) { return "[NULL]"; }
Client client = GameMain.Server.ConnectedClients.Find(c => c.Character == character);
// Create snapshot to avoid concurrent access issues during parallel updates
var clients = GameMain.Server.ConnectedClients.ToArray();
Client client = clients.FirstOrDefault(c => c.Character == character);
return ClientLogName(client, character.LogName);
}
@@ -4810,8 +4812,8 @@ namespace Barotrauma.Networking
GameMain.LuaCs?.Hook?.Call("serverLog", line, messageType);
GameMain.Server.ServerSettings.ServerLog.WriteLine(line, messageType);
foreach (Client client in GameMain.Server.ConnectedClients)
var clients = GameMain.Server.ConnectedClients.ToArray();
foreach (Client client in clients)
{
if (!client.HasPermission(ClientPermissions.ServerLog)) continue;
//use sendername as the message type