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
@@ -127,12 +127,12 @@ namespace Barotrauma
} }
if (TotalTimeElapsed - 60000 >= tickrate60stimer) if (TotalTimeElapsed - 60000 >= tickrate60stimer)
{ {
TickRateLow = 60;
TickRateHigh = 60;
tickrate60stimer = TotalTimeElapsed;
#if !DEBUG #if !DEBUG
GameServer.Log(PM.ToString(), ServerLog.MessageType.ServerMessage); GameServer.Log(PM.ToString(), ServerLog.MessageType.ServerMessage);
#endif #endif
TickRateLow = 60;
TickRateHigh = 60;
tickrate60stimer = TotalTimeElapsed;
} }
if (RealTickRate > TickRateHigh) if (RealTickRate > TickRateHigh)
{ {
@@ -153,7 +153,6 @@ namespace Barotrauma
{ {
return return
#if !DEBUG #if !DEBUG
$"[{DateTime.Now}]\n" +
$"Server Performence Info \n" + $"Server Performence Info \n" +
#endif #endif
$"Item Count: {ItemCount}\n" + $"Item Count: {ItemCount}\n" +
@@ -643,7 +643,6 @@ namespace Barotrauma
public static void UpdateAll(float deltaTime, Camera cam) public static void UpdateAll(float deltaTime, Camera cam)
{ {
mapEntityUpdateTick++; mapEntityUpdateTick++;
#if CLIENT #if CLIENT
var sw = new System.Diagnostics.Stopwatch(); var sw = new System.Diagnostics.Stopwatch();
sw.Start(); sw.Start();
@@ -693,32 +692,11 @@ namespace Barotrauma
GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity:Misc", sw.ElapsedTicks); GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity:Misc", sw.ElapsedTicks);
sw.Restart(); sw.Restart();
#endif #endif
Task PItemTask = Task.Factory.StartNew(() => Task ItemTask = Task.Factory.StartNew(() =>
{ {
foreach (var item in GameMain.LuaCs.Game.UpdatePriorityItems)
{
if (item.Removed) continue;
item.Update(deltaTime, cam);
}
});
Task SpawnerTask = Task.Factory.StartNew(() =>
{
if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
{
UpdateAllProjSpecific(deltaTime * MapEntityUpdateInterval);
Spawner?.Update();
}
});
Task.WaitAll(SpawnerTask, PItemTask, GapTask, StructuralTask);
Item.UpdatePendingConditionUpdates(deltaTime); Item.UpdatePendingConditionUpdates(deltaTime);
if (mapEntityUpdateTick % MapEntityUpdateInterval == 0) //mapEntityUpdateTick % MapEntityUpdateInterval == 0
{ if (true)
lock(Item.ItemList)
{ {
Item lastUpdatedItem = null; Item lastUpdatedItem = null;
@@ -726,7 +704,6 @@ namespace Barotrauma
{ {
foreach (Item item in Item.ItemList) foreach (Item item in Item.ItemList)
{ {
if (GameMain.LuaCs.Game.UpdatePriorityItems.Contains(item)) { continue; }
lastUpdatedItem = item; lastUpdatedItem = item;
item.Update(deltaTime * MapEntityUpdateInterval, cam); item.Update(deltaTime * MapEntityUpdateInterval, cam);
} }
@@ -740,6 +717,15 @@ namespace Barotrauma
throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e); 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 #if CLIENT
sw.Stop(); sw.Stop();
@@ -107,6 +107,9 @@ namespace Barotrauma
/// </summary> /// </summary>
public override void Update(double deltaTime) 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 #if RUN_PHYSICS_IN_SEPARATE_THREAD
physicsTime += deltaTime; physicsTime += deltaTime;
lock (updateLock) lock (updateLock)
@@ -220,9 +223,6 @@ namespace Barotrauma
GameMain.PerformanceCounter.AddElapsedTicks("Update:Character", sw.ElapsedTicks); GameMain.PerformanceCounter.AddElapsedTicks("Update:Character", sw.ElapsedTicks);
sw.Restart(); sw.Restart();
#endif #endif
Task SETask = Task.Factory.StartNew(() => StatusEffect.UpdateAll((float)deltaTime));
#if CLIENT #if CLIENT
sw.Stop(); sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:StatusEffects", sw.ElapsedTicks); GameMain.PerformanceCounter.AddElapsedTicks("Update:StatusEffects", sw.ElapsedTicks);
@@ -277,10 +277,12 @@ namespace Barotrauma
#if CLIENT #if CLIENT
MapEntity.UpdateAll((float)deltaTime, cam); MapEntity.UpdateAll((float)deltaTime, cam);
#elif SERVER #elif SERVER
Task.WaitAll(LevelTask, CharacterTask, SETask); Task.WaitAll(LevelTask, CharacterTask);
//This is internally multi-threaded //This is internally multi-threaded
MapEntity.UpdateAll((float)deltaTime, Camera.Instance); MapEntity.UpdateAll((float)deltaTime, Camera.Instance);
StatusEffect.UpdateAll((float)deltaTime);
#endif #endif
#if CLIENT #if CLIENT