Details:
- Assembly Mgmt Service for loading now a separate interface, not intended for normal use.
- Assembly Loader work; implemented custom dictionary key and table.
- Assembly loading work.
- EventService completed.
- Moved assembly extensions to ModUtils.cs
- Work to event service.
NetworkService work
- Added ImpromptuInterfaces package.
- Networking Service work to support NetVars
- Event Service
- Added assemblies references package for script compilation. Updated Roslyn version for compatibility.
- Package Loading work.
Swap Harmony to HarmonyX
- More refactor conversion to FluentResults.
- Updated StylesService to return Results.
- Refactor of PackageService partially complete.
- Made IService.Reset() required to return a Result.
- Moved plugin/assembly related code to their own folder (same namespace).
- Updated interfaces to reflect the use of Result<T>.
- Partial refactor, incomplete.
- Added 'FluentResults' so we can stop using cursed Exception-based flow control in loading code.
- Added 'OneOf' nuget package: https://github.com/mcintyre321/OneOf
for the implementation of the Optional<T> pattern and complex discrete return types instead of cursed enums (see current AssemblyManager.cs).
- Reapplied old branch changes.
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
Replaced direct access to GameMain.Server.ConnectedClients with array snapshots in multiple server-side classes to prevent concurrent modification issues during parallel updates. Also updated PhysicsBody and LevelTrigger to avoid static/shared state in parallel contexts, improving thread safety and reliability.
* Fixed? the cause of gap crashes. May require further monitor and check :(
* Fixed a bug that will cause the server stop responding
* Fixed (?) an issue causing a SetPosition() will crash the game
Removed CL release, Added manual dispatcher inputs
Implemented custom Lua converters for various thread-safe lists, ImmutableList, ImmutableHashSet, and ImmutableDictionary types. This allows seamless conversion between C# collections and Lua tables, improving Lua scripting integration with these collection types.
Changed ResetReceivedEvents from partial to regular method in EntitySpawner to ensure proper event queue clearing. Updated Level.cs to clear tempCellsLocal instead of tempCells, addressing potential issues with thread-local storage.
Replaced instance fields with ThreadLocal collections in Hull.GetConnectedHulls and Level.GetCells to ensure thread safety during parallel updates. Methods now return copies of the collections to prevent concurrent modification issues.
Refactors event, entity, and physics management to use thread-safe and lock-free data structures (Immutable collections, ConcurrentQueue, ConcurrentDictionary, Channel) for improved concurrency and performance. Replaces O(n) queue lookups with O(1) set/dictionary checks, ensures atomic updates for shared state, and optimizes queue draining and deferred action processing. Updates related code to use new APIs and patterns, and adds documentation for thread safety and workflow.
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
Replaced static entity lists (e.g., HullList, GapList, MapEntityList, etc.) with thread-safe copy-on-write wrappers to improve concurrency and prevent race conditions. Updated usages and related methods to support the new thread-safe collections, ensuring atomic operations and lock-free reads throughout the codebase.
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.
Refactored multiple components to defer Farseer physics transform operations using PhysicsBodyQueue, preventing unsafe calls from parallel contexts. This change addresses thread safety issues with Farseer's DynamicTree and ensures transforms are executed in a safe context. Also increased the spawn amount limit in DebugConsole from 100 to 100000.
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.