Added a Performence Monitor for debug
Many multi-threading work in ServerSource
This commit is contained in:
@@ -6,6 +6,7 @@ using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Reflection;
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using System.Threading.Tasks;
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using System.Xml.Linq;
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namespace Barotrauma
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@@ -647,35 +648,40 @@ namespace Barotrauma
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var sw = new System.Diagnostics.Stopwatch();
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sw.Start();
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#endif
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if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
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Task StructuralTask = Task.Factory.StartNew(() =>
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{
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foreach (Hull hull in Hull.HullList)
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if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
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{
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hull.Update(deltaTime * MapEntityUpdateInterval, cam);
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}
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foreach (Hull hull in Hull.HullList)
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{
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hull.Update(deltaTime * MapEntityUpdateInterval, cam);
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}
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#if CLIENT
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Hull.UpdateCheats(deltaTime * MapEntityUpdateInterval, cam);
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Hull.UpdateCheats(deltaTime * MapEntityUpdateInterval, cam);
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#endif
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foreach (Structure structure in Structure.WallList)
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{
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structure.Update(deltaTime * MapEntityUpdateInterval, cam);
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foreach (Structure structure in Structure.WallList)
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{
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structure.Update(deltaTime * MapEntityUpdateInterval, cam);
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}
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}
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}
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});
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foreach (Gap gap in Gap.GapList)
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Task GapTask = Task.Factory.StartNew(() =>
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{
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gap.ResetWaterFlowThisFrame();
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}
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//update gaps in random order, because otherwise in rooms with multiple gaps
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//the water/air will always tend to flow through the first gap in the list,
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//which may lead to weird behavior like water draining down only through
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//one gap in a room even if there are several
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foreach (Gap gap in Gap.GapList.OrderBy(g => Rand.Int(int.MaxValue)))
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{
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gap.Update(deltaTime, cam);
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}
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foreach (Gap gap in Gap.GapList)
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{
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gap.ResetWaterFlowThisFrame();
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}
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//update gaps in random order, because otherwise in rooms with multiple gaps
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//the water/air will always tend to flow through the first gap in the list,
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//which may lead to weird behavior like water draining down only through
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//one gap in a room even if there are several
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foreach (Gap gap in Gap.GapList.OrderBy(g => Rand.Int(int.MaxValue)))
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{
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gap.Update(deltaTime, cam);
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}
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});
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if (mapEntityUpdateTick % PoweredUpdateInterval == 0)
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{
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@@ -687,7 +693,6 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity:Misc", sw.ElapsedTicks);
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sw.Restart();
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#endif
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Item.UpdatePendingConditionUpdates(deltaTime);
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if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
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{
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@@ -705,32 +710,38 @@ namespace Barotrauma
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catch (InvalidOperationException e)
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{
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GameAnalyticsManager.AddErrorEventOnce(
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"MapEntity.UpdateAll:ItemUpdateInvalidOperation",
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GameAnalyticsManager.ErrorSeverity.Critical,
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"MapEntity.UpdateAll:ItemUpdateInvalidOperation",
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GameAnalyticsManager.ErrorSeverity.Critical,
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$"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}");
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throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
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}
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}
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foreach (var item in GameMain.LuaCs.Game.UpdatePriorityItems)
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Task PItemTask = Task.Factory.StartNew(() =>
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{
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if (item.Removed) continue;
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foreach (var item in GameMain.LuaCs.Game.UpdatePriorityItems)
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{
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if (item.Removed) continue;
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item.Update(deltaTime, cam);
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}
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item.Update(deltaTime, cam);
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}
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});
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#if CLIENT
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity:Items", sw.ElapsedTicks);
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sw.Restart();
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#endif
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if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
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Task SpawnerTask = Task.Factory.StartNew(() =>
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{
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UpdateAllProjSpecific(deltaTime * MapEntityUpdateInterval);
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if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
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{
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UpdateAllProjSpecific(deltaTime * MapEntityUpdateInterval);
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Spawner?.Update();
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}
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Spawner?.Update();
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}
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});
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Task.WaitAll(SpawnerTask, PItemTask, GapTask, StructuralTask);
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}
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static partial void UpdateAllProjSpecific(float deltaTime);
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@@ -174,7 +174,9 @@ namespace Barotrauma.Networking
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exceptionMsg += " Child process has not exited.";
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}
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#endif
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#if !DEBUG
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throw new Exception(exceptionMsg);
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#endif
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}
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}
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@@ -4,6 +4,8 @@ using Microsoft.Xna.Framework;
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using System.Threading;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics;
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using System.Threading.Tasks;
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using System.Linq;
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#if DEBUG && CLIENT
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@@ -69,6 +71,7 @@ namespace Barotrauma
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MapEntity.ClearHighlightedEntities();
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Task PhysicsTask = Task.Factory.StartNew(() => ExecutePhysics());
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#if RUN_PHYSICS_IN_SEPARATE_THREAD
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var physicsThread = new Thread(ExecutePhysics)
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{
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@@ -138,6 +141,7 @@ namespace Barotrauma
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GameTime += deltaTime;
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//Physics Update; wait for changes.
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foreach (PhysicsBody body in PhysicsBody.List)
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{
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//update character (colliders) regardless if they're enabled or not, so that the draw position is updated
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@@ -146,15 +150,20 @@ namespace Barotrauma
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body.BodyType != BodyType.Static)
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{
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body.Update();
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}
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}
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if (body.Enabled && body.BodyType != FarseerPhysics.BodyType.Static)
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{
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body.SetPrevTransform(body.SimPosition, body.Rotation);
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}
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}
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MapEntity.ClearHighlightedEntities();
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#if CLIENT
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var sw = new System.Diagnostics.Stopwatch();
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sw.Start();
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#endif
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//This is not changed yet. Will be back for it.
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GameMain.GameSession?.Update((float)deltaTime);
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#if CLIENT
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@@ -195,8 +204,14 @@ namespace Barotrauma
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Character.UpdateAll((float)deltaTime, cam);
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#elif SERVER
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if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance);
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Character.UpdateAll((float)deltaTime, Camera.Instance);
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Task LevelTask = Task.Factory.StartNew(() =>
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{
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if (Level.Loaded != null)
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{
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Level.Loaded.Update((float)deltaTime, Camera.Instance);
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}
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});
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Task CharacterTask = Task.Factory.StartNew(() => Character.UpdateAll((float)deltaTime, Camera.Instance));
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#endif
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@@ -206,7 +221,7 @@ namespace Barotrauma
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sw.Restart();
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#endif
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StatusEffect.UpdateAll((float)deltaTime);
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Task SETask = Task.Factory.StartNew(() => StatusEffect.UpdateAll((float)deltaTime));
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#if CLIENT
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sw.Stop();
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@@ -259,10 +274,12 @@ namespace Barotrauma
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body.SetPrevTransform(body.SimPosition, body.Rotation);
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}
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}
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#if CLIENT
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MapEntity.UpdateAll((float)deltaTime, cam);
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#elif SERVER
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Task.WaitAll(LevelTask, CharacterTask, SETask);
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//This is internally multi-threaded
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MapEntity.UpdateAll((float)deltaTime, Camera.Instance);
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#endif
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@@ -284,7 +301,7 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Update:Ragdolls", sw.ElapsedTicks);
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sw.Restart();
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#endif
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//Sub update. Wait for change
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foreach (Submarine sub in Submarine.Loaded)
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{
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sub.Update((float)deltaTime);
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