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.
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.
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.
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
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.
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.