Commit Graph

5961 Commits

Author SHA1 Message Date
NotAlwaysTrue
baee73e132 OBT/1.0.7
Fixed #7
Fixed #22/#25
Fixed a potential cause to teleport/etc stuff
Added a Client counter in PM
Fixed typo
2025-12-28 14:01:44 +08:00
NotAlwaysTrue
279f40c82e Merge branch 'master' into master-1.0.6 2025-12-28 14:00:03 +08:00
NotAlwaysTrue
aaf0763e09 Removed a potential issue 2025-12-28 13:54:29 +08:00
NotAlwaysTrue
3d96e4adb6 Fixed #22 2025-12-28 13:05:56 +08:00
NotAlwaysTrue
21a2863a1a Fixed a typo using e instead of a :( 2025-12-28 11:45:55 +08:00
NotAlwaysTrue
bd643503b3 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
2025-12-28 11:45:21 +08:00
NotAlwaysTrue
51a1fb1235 Re-applied multiple fixs 2025-12-28 11:43:49 +08:00
NotAlwaysTrue
8f0eec7031 Fixed #7 (re-applied) 2025-12-28 11:43:15 +08:00
Evil Factory
6dd36a1575 Fix memory leak that happens when you press retry in singleplayer 2025-12-28 11:42:03 +08:00
NotAlwaysTrue
edd50ef181 Update publish-release.yml 2025-12-27 20:54:06 +08:00
NotAlwaysTrue
ced6dca7a3 OBT/1.0.6
Fixed a typo using "e" instead of "a" in word "performance"
2025-12-27 20:33:51 +08:00
NotAlwaysTrue
559aeb3c3f Fixed a typo using e instead of a :( 2025-12-27 18:47:50 +08:00
NotAlwaysTrue
16131e0acc Fixed a typo 2025-12-27 18:45:51 +08:00
NotAlwaysTrue
e8f377c20d Sync with Main
Sync with Main
2025-12-27 16:08:15 +08:00
NotAlwaysTrue
27896d53ef OBT/1.0.5
OBT/1.0.5
2025-12-27 16:06:23 +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
c65101537d Merge pull request #17 from NotAlwaysTrue/revert-16-master-fix
Revert back to 1.0.3
2025-12-27 15:35:07 +08:00
NotAlwaysTrue
b35eee5561 Revert "OBT/1.0.4" 2025-12-27 15:32:16 +08:00
NotAlwaysTrue
cdfe87c81b OBT/1.0.4
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 13:26:30 +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
a037e616bf OBT/1.0.3
Restored multiple removed parallel stuff
Restored PF support(why)
Fixed #7
2025-12-27 02:12:25 +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
31ed540939 OBT/1.0.2
Fixed #10
Fixed #12
Sync with upstream
2025-12-26 01:19:04 +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
NotAlwaysTrue
fc35d888fc Merge pull request #6 from NotAlwaysTrue/master-dev 2025-12-23 23:12:38 +08:00
NotAlwaysTrue
eb01597dd3 Try-catch Sever Entity Event Manager thread-safety issue 2025-12-23 22:38:06 +08:00
Eero
572430cc2b Add server-only usage warning to README
Added prominent warnings in both English and Chinese indicating that this release is intended for server-side use only and should not be run on the client. Users are advised to thoroughly test compatibility before deployment.
2025-12-23 13:19:10 +08:00
eero
7b263676e0 Reapply "Refactor ServerEntityEventManager event processing"
This reverts commit bdd6c52e4e.
2025-12-23 00:36:47 +08:00
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
eero
bdd6c52e4e Revert "Refactor ServerEntityEventManager event processing"
This reverts commit de65cd88bc.
2025-12-23 00:16:02 +08:00
eero
de65cd88bc Refactor ServerEntityEventManager event processing
Introduces async event processing with cancellation support using SemaphoreSlim and CancellationTokenSource. Improves client event handling logic, separates in-game and mid-round sync clients, and adds proper disposal of resources. Enhances robustness and maintainability of event management.
2025-12-23 00:07:47 +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
b1072b7a50 Merge branch 'Dev' of https://github.com/NotAlwaysTrue/LuaCsForBarotraumaEP into Dev 2025-12-22 16:58:00 +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
eero
7efb112058 Add contributors and Chinese documentation to README
Added a Main Contributors section and acknowledgements to the README. Also included a full Chinese translation of the project introduction, contributors, acknowledgements, and setup instructions.
2025-12-22 16:57:43 +08:00
NotAlwaysTrue
9c2f300325 Rolled back ServerEntityEventManager 2025-12-22 15:56:29 +08:00
eero
4d4f1f8351 Parallelize game update loops for performance
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.
2025-12-22 15:47:15 +08:00