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
@@ -5,17 +5,75 @@ using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Xml.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
/// <summary>
/// Thread-safe wrapper for WayPoint list operations.
/// Uses copy-on-write pattern for lock-free reads.
/// </summary>
internal class ThreadSafeWayPointList : IEnumerable<WayPoint>
{
private volatile List<WayPoint> _list = new List<WayPoint>();
private readonly object _writeLock = new object();
public int Count => _list.Count;
public void Add(WayPoint waypoint)
{
lock (_writeLock)
{
var newList = new List<WayPoint>(_list) { waypoint };
Interlocked.Exchange(ref _list, newList);
}
}
public bool Remove(WayPoint waypoint)
{
lock (_writeLock)
{
var newList = new List<WayPoint>(_list);
bool removed = newList.Remove(waypoint);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
public void Clear()
{
Interlocked.Exchange(ref _list, new List<WayPoint>());
}
public bool Contains(WayPoint waypoint) => _list.Contains(waypoint);
public WayPoint this[int index] => _list[index];
public IEnumerator<WayPoint> GetEnumerator() => _list.GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
// LINQ-friendly methods
public List<WayPoint> ToList() => new List<WayPoint>(_list);
public WayPoint FirstOrDefault(Func<WayPoint, bool> predicate) => _list.FirstOrDefault(predicate);
public WayPoint Find(Predicate<WayPoint> predicate) => _list.Find(predicate);
public List<WayPoint> FindAll(Predicate<WayPoint> predicate) => _list.FindAll(predicate);
public IEnumerable<WayPoint> Where(Func<WayPoint, bool> predicate) => _list.Where(predicate);
public bool Any() => _list.Any();
public bool Any(Func<WayPoint, bool> predicate) => _list.Any(predicate);
public bool Exists(Predicate<WayPoint> predicate) => _list.Exists(predicate);
}
[Flags]
public enum SpawnType { Path = 0, Human = 1, Enemy = 2, Cargo = 4, Corpse = 8, Submarine = 16, ExitPoint = 32, Disabled = 64 };
partial class WayPoint : MapEntity
{
public static List<WayPoint> WayPointList = new List<WayPoint>();
public static ThreadSafeWayPointList WayPointList = new ThreadSafeWayPointList();
public static bool ShowWayPoints = true, ShowSpawnPoints = true;
@@ -932,7 +990,7 @@ namespace Barotrauma
public static WayPoint GetRandom(SpawnType spawnType = SpawnType.Human, JobPrefab assignedJob = null, Submarine sub = null, bool useSyncedRand = false, string spawnPointTag = null, bool ignoreSubmarine = false)
{
return WayPointList.GetRandom(wp =>
return WayPointList.ToList().GetRandom(wp =>
(ignoreSubmarine || wp.Submarine == sub) &&
//checking for the disabled flag is not strictly necessary because we check for equality of the spawn type,
//but lets do that anyway in case we change the handling of the spawn type at some point