Move a lot of thing around to fix collection was modified.

Note: For now I can only adjust orders and cannot make some real thing. It will take time to check and refactor everything necessary.
This commit is contained in:
NotAlwaysTrue
2025-12-20 14:16:51 +08:00
parent 2f845b40ca
commit f87e943a1a
3 changed files with 39 additions and 52 deletions

View File

@@ -127,12 +127,12 @@ namespace Barotrauma
}
if (TotalTimeElapsed - 60000 >= tickrate60stimer)
{
TickRateLow = 60;
TickRateHigh = 60;
tickrate60stimer = TotalTimeElapsed;
#if !DEBUG
GameServer.Log(PM.ToString(), ServerLog.MessageType.ServerMessage);
#endif
TickRateLow = 60;
TickRateHigh = 60;
tickrate60stimer = TotalTimeElapsed;
}
if (RealTickRate > TickRateHigh)
{
@@ -153,7 +153,6 @@ namespace Barotrauma
{
return
#if !DEBUG
$"[{DateTime.Now}]\n" +
$"Server Performence Info \n" +
#endif
$"Item Count: {ItemCount}\n" +

View File

@@ -643,7 +643,6 @@ namespace Barotrauma
public static void UpdateAll(float deltaTime, Camera cam)
{
mapEntityUpdateTick++;
#if CLIENT
var sw = new System.Diagnostics.Stopwatch();
sw.Start();
@@ -657,7 +656,7 @@ namespace Barotrauma
hull.Update(deltaTime * MapEntityUpdateInterval, cam);
}
#if CLIENT
Hull.UpdateCheats(deltaTime * MapEntityUpdateInterval, cam);
Hull.UpdateCheats(deltaTime * MapEntityUpdateInterval, cam);
#endif
foreach (Structure structure in Structure.WallList)
@@ -693,53 +692,40 @@ namespace Barotrauma
GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity:Misc", sw.ElapsedTicks);
sw.Restart();
#endif
Task PItemTask = Task.Factory.StartNew(() =>
{
foreach (var item in GameMain.LuaCs.Game.UpdatePriorityItems)
Task ItemTask = Task.Factory.StartNew(() =>
{
if (item.Removed) continue;
item.Update(deltaTime, cam);
}
});
Task SpawnerTask = Task.Factory.StartNew(() =>
{
if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
{
UpdateAllProjSpecific(deltaTime * MapEntityUpdateInterval);
Spawner?.Update();
}
});
Task.WaitAll(SpawnerTask, PItemTask, GapTask, StructuralTask);
Item.UpdatePendingConditionUpdates(deltaTime);
if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
{
lock(Item.ItemList)
{
Item lastUpdatedItem = null;
try
Item.UpdatePendingConditionUpdates(deltaTime);
//mapEntityUpdateTick % MapEntityUpdateInterval == 0
if (true)
{
foreach (Item item in Item.ItemList)
Item lastUpdatedItem = null;
try
{
if (GameMain.LuaCs.Game.UpdatePriorityItems.Contains(item)) { continue; }
lastUpdatedItem = item;
item.Update(deltaTime * MapEntityUpdateInterval, cam);
foreach (Item item in Item.ItemList)
{
lastUpdatedItem = item;
item.Update(deltaTime * MapEntityUpdateInterval, 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);
}
}
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);
}
}
});
Task.WaitAll(ItemTask, GapTask, StructuralTask);
if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
{
UpdateAllProjSpecific(deltaTime * MapEntityUpdateInterval);
Spawner?.Update();
}
#if CLIENT
sw.Stop();

View File

@@ -107,6 +107,9 @@ namespace Barotrauma
/// </summary>
public override void Update(double deltaTime)
{
#warning For now CL side performence counter is partly useless bucz multiple changes on such things. Need time to take care of it
#if RUN_PHYSICS_IN_SEPARATE_THREAD
physicsTime += deltaTime;
lock (updateLock)
@@ -220,9 +223,6 @@ namespace Barotrauma
GameMain.PerformanceCounter.AddElapsedTicks("Update:Character", sw.ElapsedTicks);
sw.Restart();
#endif
Task SETask = Task.Factory.StartNew(() => StatusEffect.UpdateAll((float)deltaTime));
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:StatusEffects", sw.ElapsedTicks);
@@ -277,10 +277,12 @@ namespace Barotrauma
#if CLIENT
MapEntity.UpdateAll((float)deltaTime, cam);
#elif SERVER
Task.WaitAll(LevelTask, CharacterTask, SETask);
Task.WaitAll(LevelTask, CharacterTask);
//This is internally multi-threaded
MapEntity.UpdateAll((float)deltaTime, Camera.Instance);
StatusEffect.UpdateAll((float)deltaTime);
#endif
#if CLIENT