Removed Client Kick to see if this will fix some of "Received an update for an entity that doesn't exist"
Revert some change from pervious updates due to performance issue
Sync with upstream
* Removed PF support again
Fixed Object reference not set to an instance of an object exception in EnemyAIController.cs UpdateLimbAttack()
* Reverted pervious fix on EnemyAIController bcuz the fix will not fix anything
Reduced MaxDegreeOfParallelism by 1 bcuz already a task there
* Re-removed all PF related stuff to fix issue
Removed all RUN_PHYSICS_IN_SEPARATE_THREAD related code because these codes are no longer functional
Removed a duplicated loop in GameScreen
Removed mulitple unnessary parallel operations
* Potentially fixed#44 and #43
* added a ToList for Gap.GapList
Added an null check in AIObjectiveManager.cs to avoid accessing removed resources
Use shuffledGaps instead of gapList to ensure update order requirement(already in master)
Updated parallelism count
Fixed parallelism count issue
Added SingleThreadWorker to handle single-thread related works
Fixed incorrect order when updating gaps
Potentially Fixed#39
Fixed an issue causing gap.update crashes the game(engine issue)
Fixed an potential issue that on MacOS we cannot get core count and cause MaxDegreeOfParallelism will be set to 0. Now if we cant get that number we simply use a fixed 16 instead
Eliminated redundant locks and related comments in EntitySpawner and Entity classes, simplifying the spawn and remove queue handling. Also removed outdated comments in GameScreen regarding thread safety. These changes assume entity spawning and removal are no longer performed from multiple threads, improving code clarity and maintainability.
Introduces a thread-safe queue for deferring physics operations (such as body creation and transforms) to the main thread, ensuring Farseer Physics is not accessed from parallel contexts. Updates Holdable, Item, MapEntity, and GameScreen to use the new PhysicsBodyQueue for safe physics operations during parallel updates, and refactors PhysicsBodyQueue to support general deferred physics actions.
Add a marker to help distinguish EP from other SV Executables
Fixed a "Failed to copy object. Source is null." introduced by last update
Uses dynamic ThreadCount instead of fixed 16
Re-Removed most PF support
Re-Parallelzed Level update and Character Update(a conflict warning will be issued
Refactored update logic in MapEntity and GameScreen to use more granular and conditional parallelization, reducing unnecessary allocations and improving performance. Updates to hulls, structures, items, and physics bodies are now executed in parallel where safe, and item updates are only performed when necessary. Also parallelized submarine and physics body transform updates.
Updated comments in GameScreen.cs to indicate that StatusEffect.UpdateAll and Character.UpdateAnimAll are not thread-safe and must be executed on the main thread. Also removed a non-English comment from MapEntity.cs for consistency.
Rewrites MapEntity.UpdateAll to use more granular parallelism, reducing contention and improving performance by parallelizing hull, structure, and gap resets, while keeping order-dependent and non-thread-safe updates sequential. Updates GameScreen to pass ParallelOptions to UpdateAll.
Removed unwanted PhysicsTask that was accideltally readded via revert action
Removed a parallel operation for SE.UpdateAll and ME.UpdateAll.
Cancelled roll back for ServerEntityEventManager
Refactored GameScreen update logic to use Parallel.Invoke and Parallel.ForEach for physics bodies, submarines, particles, level, characters, map entities, and status effects. This change aims to improve performance by leveraging multi-core processing. Also removed a debug Console.WriteLine from GameMain.
Activated the RUN_PHYSICS_IN_SEPARATE_THREAD directive and refactored the physics threading logic. Added cancellation support, improved error handling, and used synchronization primitives to coordinate physics updates. These changes aim to improve performance and stability when running physics in a separate thread.