Commit Graph

1039 Commits

Author SHA1 Message Date
MapleWheels 4b2bac7cd8 [Milestone] StorageService completed. 2026-02-07 20:10:39 -05:00
MapleWheels 76fc52e042 - Work on storage service. Pre-squash commit. 2026-02-07 20:10:39 -05:00
MapleWheels 6880e5e9ee [Milestone] AssemblyLoader completed.
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.
2026-02-07 20:10:26 -05:00
MapleWheels 01cc1d331b -- Squash:
- In progress implementation of services model.
2026-02-07 20:10:04 -05:00
Evil Factory 9e957a75b0 Update MoonSharp 2026-02-02 21:30:06 -03:00
Evil Factory a546615f69 Oops accidentally broke this check 2026-02-01 09:18:11 -03:00
Evil Factory 9f1c3fa823 Move UserData checks out of Lua 2026-01-31 17:44:36 -03:00
NotAlwaysTrue 8bfe8a2c37 OBT/1.0.14
Fixed parallelism count issue
Added SingleThreadWorker to handle single-thread related works
Fixed incorrect order when updating gaps
Potentially Fixed #39
2026-01-08 12:40:30 +08:00
NotAlwaysTrue f3c22315a1 OBT/1.0.13
Fixed another crash(Object reference not set to an instance of an object.)
2026-01-02 18:34:12 +08:00
NotAlwaysTrue 59da9211f6 OBT/1.0.2 (#35)
* 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
2026-01-01 14:14:40 +08:00
NotAlwaysTrue 82d26b5bb8 OBT/1.0.11
Fixed a bug that caused the server to stop responding
Fixed an issue in gap.Update that may cause the server to crash
2025-12-30 17:41:50 +08:00
NotAlwaysTrue 85b71f1dd6 Revert a change made in 1.0.9 due to large-scale performence impact.
Note : This may cause server crash
2025-12-29 22:36:38 +08:00
NotAlwaysTrue 190c98d8f2 Fixed 2 issues
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
2025-12-29 16:28:34 +08:00
Eero 046483b9da Revert "OBT1.1.0 Merge branch 'dev_pte' into dev"
This reverts commit 177cf89756, reversing
changes made to 42ba733cd4.
2025-12-29 11:18:11 +08:00
Eero 177cf89756 OBT1.1.0 Merge branch 'dev_pte' into dev 2025-12-29 11:15:41 +08:00
Eero e167a34f32 Make entity lists thread-safe with copy-on-write wrappers
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.
2025-12-28 21:59:03 +08:00
Eero bd1e624eb1 Remove unnecessary thread-safety code from entity spawning
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.
2025-12-28 17:45:51 +08:00
Eero 1db14631df Defer physics transforms to ensure thread safety
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.
2025-12-28 17:14:16 +08:00
Eero f485583621 Unstable 0.2 Defer physics operations during parallel updates
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.
2025-12-28 15:10:06 +08:00
Eero 49355fe32b Unstable Add thread-safe queue for deferred physics body creation
Introduces PhysicsBodyQueue to safely defer physics body creation to the main thread, addressing thread-safety issues with Farseer Physics during parallel updates. Updates LevelResource, TriggerComponent, BallastFloraBehavior, and MapEntity to use the queue for all physics body creation and refresh operations, ensuring they are processed outside of parallel loops. Also adds cleanup of the queue at round end.
2025-12-28 14:42:17 +08:00
NotAlwaysTrue 42ba733cd4 Fixed a potential conflict with mods 2025-12-28 14:17:01 +08:00
Eero 45312af297 WIP Make static collections thread-safe using ThreadStatic and ThreadLocal
Refactored various static and instance collections to use [ThreadStatic], ThreadLocal, or local variables to prevent concurrent modification issues during parallel updates. This affects status effect targets, affliction lists, damage modifiers, and cached data in Character, CharacterHealth, Limb, Explosion, Hull, Submarine, and ToolBox classes. Also replaced Dictionary caches with ConcurrentDictionary where appropriate for thread safety.
2025-12-28 14:14:53 +08:00
Eero c5fa49405f WIP Make networking code thread-safe and refactor update ID
Replaces direct increments of LastClientListUpdateID with a thread-safe IncrementLastClientListUpdateID method and uses Interlocked for atomic operations. Refactors EntitySpawner to lock access to the spawn/remove queue for thread safety. Updates INetSerializableStruct to use concurrent collections for cached variables and type behaviors, improving thread safety in networking code.
2025-12-28 13:10:17 +08:00
NotAlwaysTrue 42af6f2ec0 Fixed #22 2025-12-28 13:02:31 +08:00
Eero 31812d524d Make collections thread-safe for AI and character systems
Refactored various collections (lists, dictionaries, queues, and caches) in AI, character, animation, and item component systems to use thread-safe patterns and concurrent data structures. This includes introducing copy-on-write wrappers, ConcurrentDictionary, ConcurrentQueue, and ThreadLocal where appropriate to ensure safe concurrent access and mutation, improving stability in multi-threaded scenarios.
2025-12-28 12:53:10 +08:00
Eero 46595b1399 WIP Make collections thread-safe and add safe iteration
Replaced static lists and dictionaries with thread-safe ConcurrentDictionary or ThreadLocal collections for various item components and systems. Updated all relevant code to use snapshots (ToArray, ToList) for safe iteration, and added helper methods for marking and clearing changed connections. These changes improve thread safety and prevent potential concurrency issues in multi-threaded scenarios.
2025-12-28 04:59:56 +08:00
Eero 90962b2328 Refactor Item collections for thread safety and performance
Replaces static Item.ItemList and related collections with thread-safe data structures using ConcurrentDictionary and ImmutableHashSet. Adds thread-safe helpers for marking items for deconstruction and managing item lists. Updates all usages of Item.ItemList and DeconstructItems to use new APIs, improving performance and safety in multi-threaded contexts. Also refactors MeleeWeapon and Projectile impact queues to use ConcurrentQueue, and updates related logic throughout the codebase.
2025-12-28 03:57:04 +08:00
NotAlwaysTrue 559aeb3c3f Fixed a typo using e instead of a :( 2025-12-27 18:47:50 +08:00
NotAlwaysTrue a44d89f953 Revert "Revert back to 1.0.3" 2025-12-27 16:05:20 +08:00
NotAlwaysTrue 75465f2f21 OBT/1.0.5
Same as 1.0.4
Fixed a crash introduced by 1.0.4
2025-12-27 16:02:38 +08:00
NotAlwaysTrue 3aadff7a3c Improved thread safety for Gap.update() 2025-12-27 15:55:50 +08:00
NotAlwaysTrue b35eee5561 Revert "OBT/1.0.4" 2025-12-27 15:32:16 +08:00
NotAlwaysTrue 7e899d900a Added ClientCount for PerformenceMonitor
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
2025-12-27 13:19:36 +08:00
NotAlwaysTrue f7650bd6df Re-applied multiple fixs 2025-12-27 02:06:04 +08:00
NotAlwaysTrue 716a35701c Revision 6032010
Removed a potential issue causing the server to stuck in GameScreen.cs (Internal reports)
Added an Warning message to SEEM
2025-12-27 01:59:17 +08:00
Eero 6032010847 Improve parallelization in map and game screen updates
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.
2025-12-26 21:04:07 +08:00
NotAlwaysTrue 5446795196 Fixed #7 (re-applied) 2025-12-26 11:07:54 +08:00
NotAlwaysTrue e715fdc835 Fixed #10
Fixed #12
2025-12-26 01:16:05 +08:00
Evil Factory 81f44969ee Fix memory leak that happens when you press retry in singleplayer 2025-12-25 23:42:55 +08:00
Evil Factory 886eebdbb2 Fix memory leak that happens when you press retry in singleplayer 2025-12-23 20:47:40 -03:00
NotAlwaysTrue c8123383d5 Add another try-catch to avoid Destination array was not long enough. Check the destination index, length, and the array's lower bounds issue 2025-12-23 00:17:45 +08:00
NotAlwaysTrue 83ca51a99b Fixed compile errors :( 2025-12-22 22:58:22 +08:00
NotAlwaysTrue 1def7b7b8d add catch code for previous commit :( 2025-12-22 22:54:33 +08:00
NotAlwaysTrue dadd6c598f try-finally multiple UniqueEvents.ToList() to avoid issues(Destination array was not long enough. Check the destination index, length, and the array's lower bounds) 2025-12-22 22:43:02 +08:00
NotAlwaysTrue b891ec7793 Add a try-finally in HumanPrefab to fix an issue causing issue(Destination array was not long enough. )
Fixed another Collection was modified in SubmarineBody.Update()
2025-12-22 21:51:07 +08:00
eero 5b823d8684 Clarify thread safety in update methods
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.
2025-12-22 18:07:17 +08:00
eero b146fa326d Refactor MapEntity.UpdateAll for improved parallelism
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.
2025-12-22 17:48:14 +08:00
NotAlwaysTrue bab02fca8a Tried to fix all errors realted to UniqueEvent and Events(Collection was modified) 2025-12-22 17:16:49 +08:00
NotAlwaysTrue 0b6882c37f Reduced max threadcount for main thread to avoid issue 2025-12-22 17:00:03 +08:00
NotAlwaysTrue 70a039da83 Added a command to show server perfomence (ShowServerPerf)
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
2025-12-22 16:57:58 +08:00