Merge branch 'CBT' into dev_itemrefactor

This commit is contained in:
NotAlwaysTrue
2026-04-30 22:15:38 +08:00
427 changed files with 24386 additions and 11539 deletions
@@ -1,6 +1,4 @@
//#define RUN_PHYSICS_IN_SEPARATE_THREAD
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using System.Threading;
using FarseerPhysics.Dynamics;
using FarseerPhysics;
@@ -8,6 +6,7 @@ using System.Threading.Tasks;
using System.Linq;
using System.Collections.Generic;
using System;
using static Barotrauma.SingleThreadWorker;
#if DEBUG && CLIENT
@@ -20,12 +19,10 @@ namespace Barotrauma
{
partial class GameScreen : Screen
{
private object updateLock = new object();
private double physicsTime;
// Use default instead. Hopefully this wont cause issues in long-running servers.
private static readonly ParallelOptions parallelOptions = new ParallelOptions
{
MaxDegreeOfParallelism = Math.Max(1,Environment.ProcessorCount - 1),
//MaxDegreeOfParallelism = Math.Max(4, Environment.ProcessorCount - 1)
};
#if CLIENT
@@ -63,13 +60,13 @@ namespace Barotrauma
#if CLIENT
if (Character.Controlled != null)
{
cam.Position = Character.Controlled.WorldPosition;
cam.UpdateTransform(true);
Cam.Position = Character.Controlled.WorldPosition;
Cam.UpdateTransform(true);
}
else if (Submarine.MainSub != null)
{
cam.Position = Submarine.MainSub.WorldPosition;
cam.UpdateTransform(true);
Cam.Position = Submarine.MainSub.WorldPosition;
Cam.UpdateTransform(true);
}
GameMain.GameSession?.CrewManager?.ResetCrewListOpenState();
ChatBox.ResetChatBoxOpenState();
@@ -78,14 +75,6 @@ namespace Barotrauma
MapEntity.ClearHighlightedEntities();
#if RUN_PHYSICS_IN_SEPARATE_THREAD
var physicsThread = new Thread(ExecutePhysics)
{
Name = "Physics thread",
IsBackground = true
};
physicsThread.Start();
#endif
}
public override void Deselect()
@@ -114,21 +103,15 @@ namespace Barotrauma
public override void Update(double deltaTime)
{
#warning For now CL side performance 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)
{
#endif
var submarines = Submarine.Loaded.ToList();
var physicsBodies = PhysicsBody.List.ToList();
#if DEBUG && CLIENT
if (GameMain.GameSession != null && !DebugConsole.IsOpen && GUI.KeyboardDispatcher.Subscriber == null)
{
if (GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null)
{
Submarine closestSub = Submarine.FindClosest(cam.WorldViewCenter) ?? GameMain.GameSession.Submarine;
Submarine closestSub = Submarine.FindClosest(Cam.WorldViewCenter) ?? GameMain.GameSession.Submarine;
Vector2 targetMovement = Vector2.Zero;
if (PlayerInput.KeyDown(Keys.I)) { targetMovement.Y += 1.0f; }
@@ -150,8 +133,6 @@ namespace Barotrauma
GameTime += deltaTime;
var physicsBodies = PhysicsBody.List.ToList();
Parallel.ForEach(physicsBodies, parallelOptions, body =>
{
if ((body.Enabled || body.UserData is Character) &&
@@ -160,49 +141,38 @@ namespace Barotrauma
body.Update();
}
});
GameMain.GameSession?.Update((float)deltaTime);
Parallel.ForEach(physicsBodies, parallelOptions, body =>
{
if (body.Enabled && body.BodyType != BodyType.Static)
{
body.SetPrevTransform(body.SimPosition, body.Rotation);
}
});
MapEntity.ClearHighlightedEntities();
#if CLIENT
var sw = new System.Diagnostics.Stopwatch();
sw.Start();
Parallel.Invoke(parallelOptions,
() => GameMain.ParticleManager.Update((float)deltaTime),
() =>
{
PhysicsBodyQueue.IsInParallelContext = true;
try
{
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam);
}
finally
{
PhysicsBodyQueue.IsInParallelContext = false;
}
}
);
// Process any physics operations queued during Level update
PhysicsBodyQueue.ProcessPendingOperations();
#endif
GameMain.GameSession?.Update((float)deltaTime);
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Particles+Level", sw.ElapsedTicks);
GameMain.PerformanceCounter.AddElapsedTicks("Update:GameSession", sw.ElapsedTicks);
sw.Restart();
GameMain.ParticleManager?.Update((float)deltaTime);
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Particle", sw.ElapsedTicks);
sw.Restart();
#endif
if (Level.Loaded != null) { Level.Loaded.Update((float)deltaTime, Cam); }
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Level", sw.ElapsedTicks);
if (Character.Controlled is { } controlled)
{
if (controlled.SelectedItem != null && controlled.CanInteractWith(controlled.SelectedItem))
{
controlled.SelectedItem.UpdateHUD(cam, controlled, (float)deltaTime);
controlled.SelectedItem.UpdateHUD(Cam, controlled, (float)deltaTime);
}
if (controlled.Inventory != null)
{
@@ -210,7 +180,7 @@ namespace Barotrauma
{
if (controlled.HasEquippedItem(item))
{
item.UpdateHUD(cam, controlled, (float)deltaTime);
item.UpdateHUD(Cam, controlled, (float)deltaTime);
}
}
}
@@ -218,11 +188,19 @@ namespace Barotrauma
sw.Restart();
Character.UpdateAll((float)deltaTime, cam);
#endif
Character.UpdateAll((float)deltaTime, Cam);
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Character", sw.ElapsedTicks);
sw.Restart();
#endif
//StatusEffect.UpdateAll is not thread-safe and must be executed on the main thread
StatusEffect.UpdateAll((float)deltaTime);
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:StatusEffects", sw.ElapsedTicks);
@@ -248,51 +226,31 @@ namespace Barotrauma
}
Vector2 screenOffset = screenTargetPos - new Vector2(GameMain.GraphicsWidth / 2, GameMain.GraphicsHeight / 2);
screenOffset.Y = -screenOffset.Y;
targetPos -= screenOffset / cam.Zoom;
targetPos -= screenOffset / Cam.Zoom;
}
}
cam.TargetPos = targetPos;
Cam.TargetPos = targetPos;
}
cam.MoveCamera((float)deltaTime, allowZoom: GUI.MouseOn == null && !Inventory.IsMouseOnInventory);
Cam.MoveCamera((float)deltaTime, allowZoom: GUI.MouseOn == null && !Inventory.IsMouseOnInventory);
Character.Controlled?.UpdateLocalCursor(cam);
#elif SERVER
// DO NOT PARALLELIZE THESE TWO OR IT MAY STUCK HERE
// SO FOLLOW THE ORIGINAL SINGLE-THREAD LOGIC STRICTLY
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance);
Character.UpdateAll((float)deltaTime, Camera.Instance);
StatusEffect.UpdateAll((float)deltaTime);
PhysicsBodyQueue.ProcessPendingOperations();
Character.Controlled?.UpdateLocalCursor(Cam);
#endif
var submarines = Submarine.Loaded.ToList();
Parallel.ForEach(submarines, parallelOptions, sub =>
foreach (Submarine sub in submarines)
{
sub.SetPrevTransform(sub.Position);
});
}
Parallel.ForEach(physicsBodies, parallelOptions, body =>
{
if (body.Enabled && body.BodyType != FarseerPhysics.BodyType.Static)
{
body.SetPrevTransform(body.SimPosition, body.Rotation);
if (body.Enabled && body.BodyType != FarseerPhysics.BodyType.Static)
{
body.SetPrevTransform(body.SimPosition, body.Rotation);
}
});
#if CLIENT
MapEntity.UpdateAll((float)deltaTime, cam, parallelOptions);
#elif SERVER
MapEntity.UpdateAll((float)deltaTime, Camera.Instance, parallelOptions);
#endif
MapEntity.UpdateAll((float)deltaTime, Cam, parallelOptions);
#if CLIENT
sw.Stop();
@@ -303,11 +261,8 @@ namespace Barotrauma
Character.UpdateAnimAll((float)deltaTime);
PhysicsBodyQueue.ProcessPendingOperations();
#if CLIENT
Ragdoll.UpdateAll((float)deltaTime, cam);
#elif SERVER
Ragdoll.UpdateAll((float)deltaTime, Camera.Instance);
#endif
Ragdoll.UpdateAll((float)deltaTime, Cam);
#if CLIENT
sw.Stop();
@@ -315,7 +270,7 @@ namespace Barotrauma
sw.Restart();
#endif
foreach(Submarine sub in submarines)
foreach (Submarine sub in submarines)
{
sub.Update((float)deltaTime);
}
@@ -326,7 +281,8 @@ namespace Barotrauma
sw.Restart();
#endif
#if !RUN_PHYSICS_IN_SEPARATE_THREAD
SingleThreadActionStandbySignal.Wait();
try
{
GameMain.World.Step((float)Timing.Step);
@@ -337,34 +293,16 @@ namespace Barotrauma
DebugConsole.ThrowError(errorMsg, e);
GameAnalyticsManager.AddErrorEventOnce("GameScreen.Update:WorldLockedException" + e.Message, GameAnalyticsManager.ErrorSeverity.Critical, errorMsg);
}
#endif
SingleThreadActionStandbySignal.Release();
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Physics", sw.ElapsedTicks);
#endif
UpdateProjSpecific(deltaTime);
#if RUN_PHYSICS_IN_SEPARATE_THREAD
}
#endif
}
partial void UpdateProjSpecific(double deltaTime);
private void ExecutePhysics()
{
while (true)
{
while (physicsTime >= Timing.Step)
{
lock (updateLock)
{
GameMain.World.Step((float)Timing.Step);
physicsTime -= Timing.Step;
}
}
}
}
}
}