Make entity lists thread-safe with copy-on-write wrappers

Replaced static entity lists (e.g., HullList, GapList, MapEntityList, etc.) with thread-safe copy-on-write wrappers to improve concurrency and prevent race conditions. Updated usages and related methods to support the new thread-safe collections, ensuring atomic operations and lock-free reads throughout the codebase.
This commit is contained in:
Eero
2025-12-28 21:59:03 +08:00
parent bd1e624eb1
commit e167a34f32
13 changed files with 613 additions and 68 deletions
@@ -6,14 +6,111 @@ using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Threading;
using System.Threading.Tasks;
using System.Xml.Linq;
namespace Barotrauma
{
/// <summary>
/// Thread-safe wrapper for MapEntity list operations.
/// Uses copy-on-write pattern for lock-free reads.
/// </summary>
internal class ThreadSafeMapEntityList : IEnumerable<MapEntity>
{
private volatile List<MapEntity> _list = new List<MapEntity>();
private readonly object _writeLock = new object();
public int Count => _list.Count;
public void Add(MapEntity entity)
{
lock (_writeLock)
{
var newList = new List<MapEntity>(_list) { entity };
Interlocked.Exchange(ref _list, newList);
}
}
public void Insert(int index, MapEntity entity)
{
lock (_writeLock)
{
var newList = new List<MapEntity>(_list);
newList.Insert(index, entity);
Interlocked.Exchange(ref _list, newList);
}
}
/// <summary>
/// Atomically inserts an entity at a position determined by the insertAction.
/// The insertAction is executed within the lock to ensure thread-safety.
/// </summary>
public void InsertWithAction(MapEntity entity, Action<List<MapEntity>, MapEntity> insertAction)
{
lock (_writeLock)
{
var newList = new List<MapEntity>(_list);
insertAction(newList, entity);
Interlocked.Exchange(ref _list, newList);
}
}
public bool Remove(MapEntity entity)
{
lock (_writeLock)
{
var newList = new List<MapEntity>(_list);
bool removed = newList.Remove(entity);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
public int RemoveAll(Predicate<MapEntity> match)
{
lock (_writeLock)
{
var newList = new List<MapEntity>(_list);
int count = newList.RemoveAll(match);
if (count > 0)
{
Interlocked.Exchange(ref _list, newList);
}
return count;
}
}
public void Clear()
{
Interlocked.Exchange(ref _list, new List<MapEntity>());
}
public bool Contains(MapEntity entity) => _list.Contains(entity);
public MapEntity this[int index] => _list[index];
public IEnumerator<MapEntity> GetEnumerator() => _list.GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
// LINQ-friendly methods that work on a snapshot
public List<MapEntity> ToList() => new List<MapEntity>(_list);
public MapEntity FirstOrDefault(Func<MapEntity, bool> predicate) => _list.FirstOrDefault(predicate);
public MapEntity Find(Predicate<MapEntity> predicate) => _list.Find(predicate);
public List<MapEntity> FindAll(Predicate<MapEntity> predicate) => _list.FindAll(predicate);
public IEnumerable<MapEntity> Where(Func<MapEntity, bool> predicate) => _list.Where(predicate);
public bool Any(Func<MapEntity, bool> predicate) => _list.Any(predicate);
public bool Exists(Predicate<MapEntity> predicate) => _list.Exists(predicate);
public IOrderedEnumerable<MapEntity> OrderBy<TKey>(Func<MapEntity, TKey> keySelector) => _list.OrderBy(keySelector);
public void ForEach(Action<MapEntity> action) => _list.ForEach(action);
}
abstract partial class MapEntity : Entity, ISpatialEntity
{
public readonly static List<MapEntity> MapEntityList = new List<MapEntity>();
public readonly static ThreadSafeMapEntityList MapEntityList = new ThreadSafeMapEntityList();
public readonly MapEntityPrefab Prefab;
@@ -559,45 +656,51 @@ namespace Barotrauma
return;
}
//sort damageable walls by sprite depth:
//necessary because rendering the damage effect starts a new sprite batch and breaks the order otherwise
int i = 0;
if (this is Structure { DrawDamageEffect: true } structure)
// Use atomic insertion to ensure thread-safety
MapEntityList.InsertWithAction(this, (list, entity) =>
{
//insertion sort according to draw depth
float drawDepth = structure.SpriteDepth;
while (i < MapEntityList.Count)
int i = 0;
//sort damageable walls by sprite depth:
//necessary because rendering the damage effect starts a new sprite batch and breaks the order otherwise
if (entity is Structure { DrawDamageEffect: true } structure)
{
float otherDrawDepth = (MapEntityList[i] as Structure)?.SpriteDepth ?? 1.0f;
if (otherDrawDepth < drawDepth) { break; }
i++;
}
MapEntityList.Insert(i, this);
return;
}
i = 0;
while (i < MapEntityList.Count)
{
i++;
if (MapEntityList[i - 1]?.Prefab == Prefab)
{
MapEntityList.Insert(i, this);
//insertion sort according to draw depth
float drawDepth = structure.SpriteDepth;
while (i < list.Count)
{
float otherDrawDepth = (list[i] as Structure)?.SpriteDepth ?? 1.0f;
if (otherDrawDepth < drawDepth) { break; }
i++;
}
list.Insert(i, entity);
return;
}
}
i = 0;
var mapEntity = (MapEntity)entity;
while (i < list.Count)
{
i++;
if (list[i - 1]?.Prefab == mapEntity.Prefab)
{
list.Insert(i, entity);
return;
}
}
#if CLIENT
i = 0;
while (i < MapEntityList.Count)
{
i++;
Sprite existingSprite = MapEntityList[i - 1].Sprite;
if (existingSprite == null) { continue; }
if (existingSprite.Texture == this.Sprite.Texture) { break; }
}
i = 0;
while (i < list.Count)
{
i++;
Sprite existingSprite = list[i - 1].Sprite;
if (existingSprite == null) { continue; }
if (existingSprite.Texture == mapEntity.Sprite?.Texture) { break; }
}
#endif
MapEntityList.Insert(i, this);
list.Insert(i, entity);
});
}
/// <summary>