OBT/1.0.4

Add a marker to help distinguish EP from other SV Executables
Fixed a "Failed to copy object. Source is null." introduced by last update
Uses dynamic ThreadCount instead of fixed 16
Re-Removed most PF support
Re-Parallelzed Level update and Character Update(a conflict warning will be issued
This commit is contained in:
NotAlwaysTrue
2025-12-27 13:26:30 +08:00
committed by GitHub
5 changed files with 57 additions and 78 deletions

View File

@@ -37,6 +37,10 @@ namespace Barotrauma
{
get { return PhysicsBody.List.Count; }
}
public int ConnectClients
{
get { return Client.ClientList.Count; }
}
public double RealTickRate
{
@@ -160,6 +164,7 @@ namespace Barotrauma
return $"Server Performence Info \n" +
$"Item Count: {ItemCount}\n" +
$"Character Count: {CharacterCount}\n" +
$"Clients Count {ConnectClients}\n " +
$"PhysicsBody Count: {PhysicsBodyCount}\n" +
$"Tick Rate: {RealTickRate}\n" +
$"Min Tick Rate: {TickRateLow}\n" +

View File

@@ -64,7 +64,7 @@ namespace Barotrauma
GameMain.ShouldRun = false;
};
#endif
Console.WriteLine("Barotrauma Dedicated Server " + GameMain.Version +
Console.WriteLine("Barotrauma Dedicated Server(EP) " + GameMain.Version +
" (" + AssemblyInfo.BuildString + ", branch " + AssemblyInfo.GitBranch + ", revision " + AssemblyInfo.GitRevision + ")");
if (Console.IsOutputRedirected)
{

View File

@@ -479,7 +479,7 @@ namespace Barotrauma
{
foreach (Fixture fixture in triggerBody.FarseerBody.FixtureList)
{
ContactEdge contactEdge = fixture.Body.ContactList.CreateCopy();
ContactEdge contactEdge = fixture.Body.ContactList == null ? null: fixture.Body.ContactList.CreateCopy();
while (contactEdge != null)
{
if (contactEdge.Contact != null &&

View File

@@ -642,44 +642,34 @@ namespace Barotrauma
/// </summary>
public static void UpdateAll(float deltaTime, Camera cam , ParallelOptions parallelOptions)
{
mapEntityUpdateTick++;
#if CLIENT
var sw = new System.Diagnostics.Stopwatch();
sw.Start();
#endif
bool shouldUpdateMapEntities = mapEntityUpdateTick % MapEntityUpdateInterval == 0;
bool shouldUpdatePower = mapEntityUpdateTick % PoweredUpdateInterval == 0;
// Buffer lists to avoid repeated allocations
var hullList = shouldUpdateMapEntities ? Hull.HullList.ToList() : null;
var structureList = shouldUpdateMapEntities ? Structure.WallList.ToList() : null;
var hullList = Hull.HullList.ToList();
var structureList = Structure.WallList.ToList();
var gapList = Gap.GapList.ToList();
var itemList = shouldUpdateMapEntities ? Item.ItemList.ToList() : null;
var itemList = Item.ItemList.ToList();
// First phase: parallel updates that have no order dependencies
Parallel.Invoke(parallelOptions,
// Hull parallel update
() =>
{
if (shouldUpdateMapEntities && hullList != null)
Parallel.ForEach(hullList, parallelOptions, hull =>
{
Parallel.ForEach(hullList, parallelOptions, hull =>
{
hull.Update(deltaTime * MapEntityUpdateInterval, cam);
});
}
hull.Update(deltaTime, cam);
});
},
// Structure parallel update
() =>
{
if (shouldUpdateMapEntities && structureList != null)
Parallel.ForEach(structureList, parallelOptions, structure =>
{
Parallel.ForEach(structureList, parallelOptions, structure =>
{
structure.Update(deltaTime * MapEntityUpdateInterval, cam);
});
}
structure.Update(deltaTime, cam);
});
},
// Gap reset (must be done before update)
() =>
@@ -692,27 +682,21 @@ namespace Barotrauma
// Powered components update
() =>
{
if (shouldUpdatePower)
{
Powered.UpdatePower(deltaTime * PoweredUpdateInterval);
}
Powered.UpdatePower(deltaTime);
}
);
#if CLIENT
// Hull Cheats need to be executed after Hull update
if (shouldUpdateMapEntities)
{
Hull.UpdateCheats(deltaTime * MapEntityUpdateInterval, cam);
}
Hull.UpdateCheats(deltaTime, cam);
#endif
// Gap update (has order dependencies, keep random order but execute sequentially)
var shuffledGaps = gapList.OrderBy(g => Rand.Int(int.MaxValue)).ToList();
foreach (Gap gap in shuffledGaps)
Parallel.ForEach(gapList, parallelOptions, gap =>
{
gap.Update(deltaTime, cam);
}
});
#if CLIENT
sw.Stop();
@@ -721,33 +705,30 @@ namespace Barotrauma
#endif
// Item update (Item.Update() is not thread-safe and must be executed on the main thread)
if (shouldUpdateMapEntities && itemList != null)
Item.UpdatePendingConditionUpdates(deltaTime);
float scaledDeltaTime = deltaTime * MapEntityUpdateInterval;
Item lastUpdatedItem = null;
try
{
Item.UpdatePendingConditionUpdates(deltaTime);
float scaledDeltaTime = deltaTime * MapEntityUpdateInterval;
Item lastUpdatedItem = null;
try
foreach (Item item in itemList)
{
foreach (Item item in itemList)
{
lastUpdatedItem = item;
item.Update(scaledDeltaTime, cam);
}
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);
}
UpdateAllProjSpecific(scaledDeltaTime);
Spawner?.Update();
}
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();
#if CLIENT
sw.Stop();

View File

@@ -7,6 +7,7 @@ using FarseerPhysics;
using System.Threading.Tasks;
using System.Linq;
using System.Collections.Generic;
using System;
#if DEBUG && CLIENT
@@ -24,7 +25,7 @@ namespace Barotrauma
private static readonly ParallelOptions parallelOptions = new ParallelOptions
{
MaxDegreeOfParallelism = 16
MaxDegreeOfParallelism = Environment.ProcessorCount * 2,
};
#if CLIENT
@@ -151,31 +152,23 @@ namespace Barotrauma
var physicsBodies = PhysicsBody.List.ToList();
Parallel.Invoke(parallelOptions,
() =>
Parallel.ForEach(physicsBodies, parallelOptions, body =>
{
if ((body.Enabled || body.UserData is Character) &&
body.BodyType != BodyType.Static)
{
Parallel.ForEach(physicsBodies, parallelOptions, body =>
{
if ((body.Enabled || body.UserData is Character) &&
body.BodyType != BodyType.Static)
{
body.Update();
}
});
},
() =>
{
GameMain.GameSession?.Update((float)deltaTime);
body.Update();
}
);
});
GameMain.GameSession?.Update((float)deltaTime);
foreach (PhysicsBody body in physicsBodies)
Parallel.ForEach(physicsBodies, parallelOptions, body =>
{
if (body.Enabled && body.BodyType != BodyType.Static)
{
body.SetPrevTransform(body.SimPosition, body.Rotation);
}
}
});
MapEntity.ClearHighlightedEntities();
@@ -252,14 +245,14 @@ namespace Barotrauma
Character.Controlled?.UpdateLocalCursor(cam);
#elif SERVER
if (Level.Loaded != null)
{
Level.Loaded.Update((float)deltaTime, Camera.Instance);
}
Character.UpdateAll((float)deltaTime, Camera.Instance);
Parallel.Invoke(parallelOptions,
() => { if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance); },
() => Character.UpdateAll((float)deltaTime, Camera.Instance)
);
#endif
var submarines = Submarine.Loaded.ToList();
Parallel.ForEach(submarines, parallelOptions, sub =>
{
sub.SetPrevTransform(sub.Position);
@@ -277,8 +270,8 @@ namespace Barotrauma
MapEntity.UpdateAll((float)deltaTime, cam, parallelOptions);
#elif SERVER
MapEntity.UpdateAll((float)deltaTime, Camera.Instance, parallelOptions);
//StatusEffect.UpdateAll is not thread-safe and must be executed on the main thread
StatusEffect.UpdateAll((float)deltaTime);