13 Commits

Author SHA1 Message Date
NotAlwaysTrue f9ad542029 Merge branch 'CBT' into dev_itemrefactor 2026-04-30 22:15:38 +08:00
NotAlwaysTrue b5b25a2ccb oops... 2026-04-30 22:12:12 +08:00
NotAlwaysTrue 25683dcf39 Reapply "OBT1.1.0 Merge branch 'dev_pte' into dev"
This reverts commit 046483b9da.
2026-04-30 21:59:54 +08:00
NotAlwaysTrue d5d14e9684 oops... 2026-01-16 17:31:15 +08:00
NotAlwaysTrue 086f45510f Removed PF support on Character 2026-01-16 17:21:39 +08:00
NotAlwaysTrue e24024cbb2 Fixed #41/2
Removed min hard cap for MaxDegreeOfParallelism
2026-01-16 17:15:57 +08:00
NotAlwaysTrue e7e444e9b2 Fixed multiple LINQ using shared resources and cause crashes
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
2026-01-09 18:09:49 +08:00
Eero caec44c57d Fix concurrent access issues with ConnectedClients
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.
2026-01-08 00:26:29 +08:00
Eero f4a0d149ca CBT2.0.3 #33 2026-01-04 00:23:09 +08:00
Eero 7c61859840 CBT2.0.2 Add Lua converters for thread-safe and immutable collections
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.
2025-12-30 03:14:54 +08:00
Eero 9474f7654c CBT2.0.1 Fix event reset and temp cell clearing logic
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.
2025-12-29 18:37:13 +08:00
Eero 854d7bea1f CBT2.0 Make Hull and Level methods thread-safe using ThreadLocal
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.
2025-12-29 18:22:02 +08:00
Eero 7b8275100d Improve thread safety and performance in core systems
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.
2025-12-29 16:47:10 +08:00
115 changed files with 3177 additions and 1187 deletions
+2
View File
@@ -61,3 +61,5 @@ Deploy/DeployAll/PrivateKey.*
#Rider #Rider
*.DotSettings.user *.DotSettings.user
.vscode/settings.json .vscode/settings.json
.vscode/launch.json
.vscode/tasks.json
@@ -2143,7 +2143,7 @@ namespace Barotrauma
if (existingAffliction == null) if (existingAffliction == null)
{ {
existingAffliction = afflictionPrefab.Instantiate(strength); existingAffliction = afflictionPrefab.Instantiate(strength);
afflictions.Add(existingAffliction, limb); afflictions.TryAdd(existingAffliction, limb);
newAdded = true; newAdded = true;
} }
existingAffliction.SetStrength(strength); existingAffliction.SetStrength(strength);
@@ -1388,12 +1388,12 @@ namespace Barotrauma
if (me.SimPosition.Length() > 2000.0f) if (me.SimPosition.Length() > 2000.0f)
{ {
NewMessage("Removed " + me.Name + " (simposition " + me.SimPosition + ")", Color.Orange); NewMessage("Removed " + me.Name + " (simposition " + me.SimPosition + ")", Color.Orange);
MapEntity.MapEntityList.RemoveAt(i); MapEntity.MapEntityList.Remove(me);
} }
else if (!me.ShouldBeSaved) else if (!me.ShouldBeSaved)
{ {
NewMessage("Removed " + me.Name + " (!ShouldBeSaved)", Color.Orange); NewMessage("Removed " + me.Name + " (!ShouldBeSaved)", Color.Orange);
MapEntity.MapEntityList.RemoveAt(i); MapEntity.MapEntityList.Remove(me);
} }
else if (me is Item) else if (me is Item)
{ {
@@ -28,7 +28,7 @@ namespace Barotrauma
public void DebugDraw(SpriteBatch spriteBatch) public void DebugDraw(SpriteBatch spriteBatch)
{ {
foreach (Event ev in activeEvents) foreach (Event ev in _activeEvents)
{ {
Vector2 drawPos = ev.DebugDrawPos; Vector2 drawPos = ev.DebugDrawPos;
drawPos.Y = -drawPos.Y; drawPos.Y = -drawPos.Y;
@@ -41,7 +41,7 @@ namespace Barotrauma
public void DebugDrawHUD(SpriteBatch spriteBatch, float y) public void DebugDrawHUD(SpriteBatch spriteBatch, float y)
{ {
foreach (ScriptedEvent scriptedEvent in activeEvents.Where(ev => !ev.IsFinished && ev is ScriptedEvent).Cast<ScriptedEvent>()) foreach (ScriptedEvent scriptedEvent in _activeEvents.Where(ev => !ev.IsFinished && ev is ScriptedEvent).Cast<ScriptedEvent>())
{ {
DrawEventTargetTags(spriteBatch, scriptedEvent); DrawEventTargetTags(spriteBatch, scriptedEvent);
} }
@@ -156,7 +156,7 @@ namespace Barotrauma
{ {
if (isGraphHovered || isGraphSelected) if (isGraphHovered || isGraphSelected)
{ {
foreach (var timeStamp in timeStamps) foreach (var timeStamp in _timeStamps)
{ {
int t = (int)Math.Abs(Math.Round((timeStamp.Time - lastIntensityUpdate) / intensityGraphUpdateInterval)); int t = (int)Math.Abs(Math.Round((timeStamp.Time - lastIntensityUpdate) / intensityGraphUpdateInterval));
if (t == order) if (t == order)
@@ -205,7 +205,7 @@ namespace Barotrauma
} }
adjustedYStep = GUI.AdjustForTextScale(12); adjustedYStep = GUI.AdjustForTextScale(12);
foreach (EventSet eventSet in pendingEventSets) foreach (EventSet eventSet in _pendingEventSets)
{ {
if (Submarine.MainSub == null) { break; } if (Submarine.MainSub == null) { break; }
@@ -263,7 +263,7 @@ namespace Barotrauma
y += yStep; y += yStep;
adjustedYStep = GUI.AdjustForTextScale(18); adjustedYStep = GUI.AdjustForTextScale(18);
foreach (Event ev in activeEvents.Where(ev => !ev.IsFinished || PlayerInput.IsShiftDown())) foreach (Event ev in _activeEvents.Where(ev => !ev.IsFinished || PlayerInput.IsShiftDown()))
{ {
GUI.DrawString(spriteBatch, new Vector2(x + 5, y), ev.ToString(), (!ev.IsFinished ? Color.White : Color.Red) * 0.8f, null, 0, GUIStyle.SmallFont); GUI.DrawString(spriteBatch, new Vector2(x + 5, y), ev.ToString(), (!ev.IsFinished ? Color.White : Color.Red) * 0.8f, null, 0, GUIStyle.SmallFont);
@@ -867,7 +867,7 @@ namespace Barotrauma
{ {
foreach (var stackedItem in item.GetStackedItems()) foreach (var stackedItem in item.GetStackedItems())
{ {
Item.DeconstructItems.Add(stackedItem); Item.MarkForDeconstruction(stackedItem);
} }
HintManager.OnItemMarkedForDeconstruction(order.OrderGiver); HintManager.OnItemMarkedForDeconstruction(order.OrderGiver);
} }
@@ -875,7 +875,7 @@ namespace Barotrauma
{ {
foreach (var stackedItem in item.GetStackedItems()) foreach (var stackedItem in item.GetStackedItems())
{ {
Item.DeconstructItems.Remove(stackedItem); Item.UnmarkForDeconstruction(stackedItem);
} }
} }
} }
@@ -1933,7 +1933,7 @@ namespace Barotrauma.Items.Components
void CalculateDistance() void CalculateDistance()
{ {
pathFinder ??= new PathFinder(WayPoint.WayPointList, false); pathFinder ??= new PathFinder(WayPoint.WayPointList.ToList(), false);
var path = pathFinder.FindPath(ConvertUnits.ToSimUnits(transducerPosition), ConvertUnits.ToSimUnits(worldPosition)); var path = pathFinder.FindPath(ConvertUnits.ToSimUnits(transducerPosition), ConvertUnits.ToSimUnits(worldPosition));
if (!path.Unreachable) if (!path.Unreachable)
{ {
@@ -1892,7 +1892,7 @@ namespace Barotrauma
} }
} }
else if (Item.DeconstructItems.Contains(item) && else if (Item.IsMarkedForDeconstruction(item) &&
OrderPrefab.Prefabs.TryGet(Tags.DeconstructThis, out OrderPrefab deconstructOrder)) OrderPrefab.Prefabs.TryGet(Tags.DeconstructThis, out OrderPrefab deconstructOrder))
{ {
DrawSideIcon(deconstructOrder.SymbolSprite, Direction.Right, TextManager.Get("tooltip.markedfordeconstruction"), GUIStyle.Red, out bool mouseOn); DrawSideIcon(deconstructOrder.SymbolSprite, Direction.Right, TextManager.Get("tooltip.markedfordeconstruction"), GUIStyle.Red, out bool mouseOn);
@@ -471,11 +471,11 @@ namespace Barotrauma
if (item0 == null && item1 != null) if (item0 == null && item1 != null)
{ {
item0 = Item.ItemList.Find(it => it.GetComponent<ConnectionPanel>()?.DisconnectedWires.Contains(wire) ?? false); item0 = Item.ItemList.FirstOrDefault(it => it.GetComponent<ConnectionPanel>()?.DisconnectedWires.Contains(wire) ?? false);
} }
else if (item0 != null && item1 == null) else if (item0 != null && item1 == null)
{ {
item1 = Item.ItemList.Find(it => it.GetComponent<ConnectionPanel>()?.DisconnectedWires.Contains(wire) ?? false); item1 = Item.ItemList.FirstOrDefault(it => it.GetComponent<ConnectionPanel>()?.DisconnectedWires.Contains(wire) ?? false);
} }
if (item0 != null && item1 != null && SelectedList.Contains(item0) && SelectedList.Contains(item1)) if (item0 != null && item1 != null && SelectedList.Contains(item0) && SelectedList.Contains(item1))
{ {
@@ -105,7 +105,7 @@ namespace Barotrauma
public static void Draw(SpriteBatch spriteBatch, bool editing = false) public static void Draw(SpriteBatch spriteBatch, bool editing = false)
{ {
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList; var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList.ToList();
foreach (MapEntity e in entitiesToRender) foreach (MapEntity e in entitiesToRender)
{ {
@@ -115,7 +115,7 @@ namespace Barotrauma
public static void DrawFront(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null) public static void DrawFront(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
{ {
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList; var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList.ToList();
foreach (MapEntity e in entitiesToRender) foreach (MapEntity e in entitiesToRender)
{ {
@@ -164,7 +164,7 @@ namespace Barotrauma
public static void DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing = false, Predicate<MapEntity> predicate = null) public static void DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing = false, Predicate<MapEntity> predicate = null)
{ {
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList; var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList.ToList();
depthSortedDamageable.Clear(); depthSortedDamageable.Clear();
@@ -197,7 +197,7 @@ namespace Barotrauma
public static void DrawPaintedColors(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null) public static void DrawPaintedColors(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
{ {
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList; var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList.ToList();
foreach (MapEntity e in entitiesToRender) foreach (MapEntity e in entitiesToRender)
{ {
@@ -217,7 +217,7 @@ namespace Barotrauma
public static void DrawBack(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null) public static void DrawBack(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
{ {
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList; var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.MapEntityList.ToList();
foreach (MapEntity e in entitiesToRender) foreach (MapEntity e in entitiesToRender)
{ {
@@ -1,12 +1,32 @@
using Barotrauma.Items.Components; using Barotrauma.Items.Components;
using Barotrauma.Networking; using Barotrauma.Networking;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
namespace Barotrauma namespace Barotrauma
{ {
partial class EntitySpawner : Entity, IServerSerializable partial class EntitySpawner : Entity, IServerSerializable
{ {
public readonly List<(Entity entity, bool isRemoval)> receivedEvents = new List<(Entity entity, bool isRemoval)>(); /// <summary>
/// Thread-safe queue for received entity spawn/remove events from the server.
/// </summary>
private readonly ConcurrentQueue<(Entity entity, bool isRemoval)> receivedEventsQueue = new ConcurrentQueue<(Entity entity, bool isRemoval)>();
/// <summary>
/// Gets a thread-safe snapshot of received events.
/// </summary>
public IEnumerable<(Entity entity, bool isRemoval)> GetReceivedEventsSnapshot()
{
return receivedEventsQueue.ToArray();
}
/// <summary>
/// Clears all received events from the queue.
/// </summary>
void ResetReceivedEvents()
{
while (receivedEventsQueue.TryDequeue(out _)) { }
}
public void ClientEventRead(IReadMessage message, float sendingTime) public void ClientEventRead(IReadMessage message, float sendingTime)
{ {
@@ -34,7 +54,7 @@ namespace Barotrauma
{ {
DebugConsole.Log("Received entity removal message for ID " + entityId + ". Entity with a matching ID not found."); DebugConsole.Log("Received entity removal message for ID " + entityId + ". Entity with a matching ID not found.");
} }
receivedEvents.Add((entity, true)); receivedEventsQueue.Enqueue((entity, true));
} }
else else
{ {
@@ -57,7 +77,7 @@ namespace Barotrauma
GameAnalyticsManager.AddDesignEvent("ItemFabricated:" + (GameMain.GameSession?.GameMode?.Preset.Identifier ?? "none".ToIdentifier()) + ":" + newItem.Prefab.Identifier); GameAnalyticsManager.AddDesignEvent("ItemFabricated:" + (GameMain.GameSession?.GameMode?.Preset.Identifier ?? "none".ToIdentifier()) + ":" + newItem.Prefab.Identifier);
} }
} }
receivedEvents.Add((newItem, false)); receivedEventsQueue.Enqueue((newItem, false));
} }
break; break;
case (byte)SpawnableType.Character: case (byte)SpawnableType.Character:
@@ -68,7 +88,7 @@ namespace Barotrauma
} }
else else
{ {
receivedEvents.Add((character, false)); receivedEventsQueue.Enqueue((character, false));
} }
break; break;
default: default:
@@ -3916,7 +3916,7 @@ namespace Barotrauma.Networking
{ {
errorLines.Add(""); errorLines.Add("");
errorLines.Add("EntitySpawner events:"); errorLines.Add("EntitySpawner events:");
foreach ((Entity entity, bool isRemoval) in Entity.Spawner.receivedEvents) foreach ((Entity entity, bool isRemoval) in Entity.Spawner.GetReceivedEventsSnapshot())
{ {
errorLines.Add( errorLines.Add(
(isRemoval ? "Remove " : "Create ") + (isRemoval ? "Remove " : "Create ") +
@@ -503,14 +503,24 @@ namespace Barotrauma.Sounds
mutex = new object(); mutex = new object();
} }
// Use the playingChannels lock to protect both channel assignment AND OpenAL operations.
// This prevents race conditions when multiple threads try to play sounds simultaneously
// (e.g., during Parallel.ForEach in MapEntity.UpdateAll).
int poolIndex = (int)sound.SourcePoolIndex;
object channelsLock = sound.Owner.GetPlayingChannelsLock(sound.SourcePoolIndex);
#if !DEBUG #if !DEBUG
try try
{ {
#endif #endif
if (mutex != null) { Monitor.Enter(mutex); } lock (channelsLock)
if (sound.Owner.CountPlayingInstances(sound) < sound.MaxSimultaneousInstances)
{ {
ALSourceIndex = sound.Owner.AssignFreeSourceToChannel(this); if (mutex != null) { Monitor.Enter(mutex); }
try
{
if (sound.Owner.CountPlayingInstancesUnsafe(sound, poolIndex) < sound.MaxSimultaneousInstances)
{
ALSourceIndex = sound.Owner.AssignFreeSourceToChannelUnsafe(this, poolIndex);
} }
if (ALSourceIndex >= 0) if (ALSourceIndex >= 0)
@@ -585,18 +595,18 @@ namespace Barotrauma.Sounds
SetProperties(); SetProperties();
} }
} }
}
finally
{
if (mutex != null) { Monitor.Exit(mutex); }
}
}
#if !DEBUG #if !DEBUG
} }
catch catch
{ {
throw; throw;
} }
finally
{
#endif
if (mutex != null) { Monitor.Exit(mutex); }
#if !DEBUG
}
#endif #endif
void SetProperties() void SetProperties()
@@ -417,6 +417,15 @@ namespace Barotrauma.Sounds
return sourcePools[(int)poolIndex].ALSources[srcInd]; return sourcePools[(int)poolIndex].ALSources[srcInd];
} }
/// <summary>
/// Gets the lock object for the playing channels array for a specific pool.
/// Used to protect OpenAL operations that need to be atomic with channel assignment.
/// </summary>
public object GetPlayingChannelsLock(SourcePoolIndex poolIndex)
{
return playingChannels[(int)poolIndex];
}
public int AssignFreeSourceToChannel(SoundChannel newChannel) public int AssignFreeSourceToChannel(SoundChannel newChannel)
{ {
if (Disabled) { return -1; } if (Disabled) { return -1; }
@@ -427,6 +436,18 @@ namespace Barotrauma.Sounds
lock (playingChannels[poolIndex]) lock (playingChannels[poolIndex])
{ {
return AssignFreeSourceToChannelUnsafe(newChannel, poolIndex);
}
}
/// <summary>
/// Assigns a free source to a channel without locking.
/// Caller MUST hold the playingChannels[poolIndex] lock before calling this method.
/// </summary>
public int AssignFreeSourceToChannelUnsafe(SoundChannel newChannel, int poolIndex)
{
if (Disabled) { return -1; }
for (int i = 0; i < playingChannels[poolIndex].Length; i++) for (int i = 0; i < playingChannels[poolIndex].Length; i++)
{ {
if (playingChannels[poolIndex][i] == null || !playingChannels[poolIndex][i].IsPlaying) if (playingChannels[poolIndex][i] == null || !playingChannels[poolIndex][i].IsPlaying)
@@ -436,7 +457,6 @@ namespace Barotrauma.Sounds
return i; return i;
} }
} }
}
//we couldn't get a free source to assign to this channel! //we couldn't get a free source to assign to this channel!
return -1; return -1;
@@ -476,13 +496,25 @@ namespace Barotrauma.Sounds
int count = 0; int count = 0;
lock (playingChannels[(int)sound.SourcePoolIndex]) lock (playingChannels[(int)sound.SourcePoolIndex])
{ {
for (int i = 0; i < playingChannels[(int)sound.SourcePoolIndex].Length; i++) count = CountPlayingInstancesUnsafe(sound, (int)sound.SourcePoolIndex);
{
if (playingChannels[(int)sound.SourcePoolIndex][i] != null &&
playingChannels[(int)sound.SourcePoolIndex][i].Sound.Filename == sound.Filename)
{
if (playingChannels[(int)sound.SourcePoolIndex][i].IsPlaying) { count++; };
} }
return count;
}
/// <summary>
/// Counts playing instances without locking.
/// Caller MUST hold the playingChannels[poolIndex] lock before calling this method.
/// </summary>
public int CountPlayingInstancesUnsafe(Sound sound, int poolIndex)
{
if (Disabled) { return 0; }
int count = 0;
for (int i = 0; i < playingChannels[poolIndex].Length; i++)
{
if (playingChannels[poolIndex][i] != null &&
playingChannels[poolIndex][i].Sound.Filename == sound.Filename)
{
if (playingChannels[poolIndex][i].IsPlaying) { count++; };
} }
} }
return count; return count;
@@ -28,11 +28,14 @@ namespace Barotrauma
} }
} }
// Create snapshot to avoid concurrent access issues during parallel updates
var clients = GameMain.Server.ConnectedClients.ToArray();
if (GameMain.Server is { ServerSettings.RespawnMode: RespawnMode.Permadeath } && if (GameMain.Server is { ServerSettings.RespawnMode: RespawnMode.Permadeath } &&
GameMain.GameSession?.Campaign is MultiPlayerCampaign mpCampaign && GameMain.GameSession?.Campaign is MultiPlayerCampaign mpCampaign &&
causeOfDeath != CauseOfDeathType.Disconnected) causeOfDeath != CauseOfDeathType.Disconnected)
{ {
Client ownerClient = GameMain.Server.ConnectedClients.FirstOrDefault(c => c.Character == this); Client ownerClient = clients.FirstOrDefault(c => c.Character == this);
if (ownerClient != null) if (ownerClient != null)
{ {
ownerClient.SpectateOnly = true; ownerClient.SpectateOnly = true;
@@ -51,7 +54,7 @@ namespace Barotrauma
if (HasAbilityFlag(AbilityFlags.RetainExperienceForNewCharacter)) if (HasAbilityFlag(AbilityFlags.RetainExperienceForNewCharacter))
{ {
var ownerClient = GameMain.Server.ConnectedClients.Find(c => c.Character == this); var ownerClient = clients.FirstOrDefault(c => c.Character == this);
if (ownerClient != null) if (ownerClient != null)
{ {
(GameMain.GameSession?.GameMode as MultiPlayerCampaign)?.SaveExperiencePoints(ownerClient); (GameMain.GameSession?.GameMode as MultiPlayerCampaign)?.SaveExperiencePoints(ownerClient);
@@ -62,7 +65,7 @@ namespace Barotrauma
if (CauseOfDeath.Killer != null && CauseOfDeath.Killer.IsTraitor && CauseOfDeath.Killer != this) if (CauseOfDeath.Killer != null && CauseOfDeath.Killer.IsTraitor && CauseOfDeath.Killer != this)
{ {
var owner = GameMain.Server.ConnectedClients.Find(c => c.Character == this); var owner = clients.FirstOrDefault(c => c.Character == this);
if (owner != null) if (owner != null)
{ {
if (!LuaCsSetup.Instance.Game.overrideTraitors) if (!LuaCsSetup.Instance.Game.overrideTraitors)
@@ -71,11 +74,11 @@ namespace Barotrauma
} }
} }
} }
foreach (Client client in GameMain.Server.ConnectedClients) foreach (Client client in clients)
{ {
if (client.InGame) if (client.InGame)
{ {
client.PendingPositionUpdates.Enqueue(this); client.TryEnqueuePositionUpdate(this);
} }
} }
} }
@@ -486,7 +486,9 @@ namespace Barotrauma
case ControlEventData controlEventData: case ControlEventData controlEventData:
Client owner = controlEventData.Owner; Client owner = controlEventData.Owner;
msg.WriteBoolean(owner == c && owner.Character == this); msg.WriteBoolean(owner == c && owner.Character == this);
msg.WriteByte(owner != null && owner.Character == this && GameMain.Server.ConnectedClients.Contains(owner) ? owner.SessionId : (byte)0); // Create snapshot to avoid concurrent access issues during parallel updates
var connectedClients = GameMain.Server.ConnectedClients.ToArray();
msg.WriteByte(owner != null && owner.Character == this && connectedClients.Contains(owner) ? owner.SessionId : (byte)0);
msg.WriteBoolean(info is { RenamingEnabled: true }); msg.WriteBoolean(info is { RenamingEnabled: true });
break; break;
case CharacterStatusEventData statusEventData: case CharacterStatusEventData statusEventData:
@@ -742,7 +744,9 @@ namespace Barotrauma
return; return;
} }
Client ownerClient = GameMain.Server.ConnectedClients.Find(c => c.Character == this && (!c.SpectateOnly || !GameMain.Server.ServerSettings.AllowSpectating)); // Create snapshot to avoid concurrent access issues during parallel updates
var clients = GameMain.Server.ConnectedClients.ToArray();
Client ownerClient = clients.FirstOrDefault(c => c.Character == this && (!c.SpectateOnly || !GameMain.Server.ServerSettings.AllowSpectating));
if (ownerClient != null) if (ownerClient != null)
{ {
msg.WriteBoolean(true); msg.WriteBoolean(true);
@@ -82,10 +82,13 @@ namespace Barotrauma
private bool IsBlockedByAnotherConversation(IEnumerable<Entity> targets, float duration) private bool IsBlockedByAnotherConversation(IEnumerable<Entity> targets, float duration)
{ {
// Create snapshot to avoid concurrent access issues during parallel updates
var clients = GameMain.Server.ConnectedClients.ToArray();
if (targets == null || targets.None()) if (targets == null || targets.None())
{ {
//if the action doesn't target anyone in specific, it's shown to every client //if the action doesn't target anyone in specific, it's shown to every client
foreach (var client in GameMain.Server.ConnectedClients) foreach (var client in clients)
{ {
if (IsBlockedByAnotherConversation(client, duration)) { return true; } if (IsBlockedByAnotherConversation(client, duration)) { return true; }
} }
@@ -95,7 +98,7 @@ namespace Barotrauma
foreach (Entity e in targets) foreach (Entity e in targets)
{ {
if (e is not Character character || !character.IsRemotePlayer) { continue; } if (e is not Character character || !character.IsRemotePlayer) { continue; }
Client targetClient = GameMain.Server.ConnectedClients.Find(c => c.Character == character); Client targetClient = clients.FirstOrDefault(c => c.Character == character);
if (targetClient != null && IsBlockedByAnotherConversation(targetClient, duration)) { return true; } if (targetClient != null && IsBlockedByAnotherConversation(targetClient, duration)) { return true; }
} }
} }
@@ -117,13 +120,16 @@ namespace Barotrauma
partial void ShowDialog(Character speaker, Character targetCharacter) partial void ShowDialog(Character speaker, Character targetCharacter)
{ {
targetClients.Clear(); targetClients.Clear();
// Create snapshot to avoid concurrent access issues during parallel updates
var clients = GameMain.Server.ConnectedClients.ToArray();
if (!TargetTag.IsEmpty) if (!TargetTag.IsEmpty)
{ {
IEnumerable<Entity> entities = ParentEvent.GetTargets(TargetTag); IEnumerable<Entity> entities = ParentEvent.GetTargets(TargetTag);
foreach (Entity e in entities) foreach (Entity e in entities)
{ {
if (e is not Character character || !character.IsRemotePlayer) { continue; } if (e is not Character character || !character.IsRemotePlayer) { continue; }
Client targetClient = GameMain.Server.ConnectedClients.Find(c => c.Character == character); Client targetClient = clients.FirstOrDefault(c => c.Character == character);
if (targetClient != null) if (targetClient != null)
{ {
targetClients.Add(targetClient); targetClients.Add(targetClient);
@@ -135,7 +141,7 @@ namespace Barotrauma
} }
else else
{ {
foreach (Client c in GameMain.Server.ConnectedClients) foreach (Client c in clients)
{ {
if (CanClientReceive(c)) if (CanClientReceive(c))
{ {
@@ -12,6 +12,10 @@ partial class EventLogAction : EventAction
partial void AddEntryProjSpecific(EventLog? eventLog, string displayText) partial void AddEntryProjSpecific(EventLog? eventLog, string displayText)
{ {
if (eventLog == null) { return; } if (eventLog == null) { return; }
// Create snapshot to avoid concurrent access issues during parallel updates
var clients = GameMain.Server.ConnectedClients.ToArray();
if (!TargetTag.IsEmpty) if (!TargetTag.IsEmpty)
{ {
List<Client> targetClients = new List<Client>(); List<Client> targetClients = new List<Client>();
@@ -19,7 +23,7 @@ partial class EventLogAction : EventAction
{ {
if (target is Character character) if (target is Character character)
{ {
var ownerClient = GameMain.Server.ConnectedClients.Find(c => c.Character == character); var ownerClient = clients.FirstOrDefault(c => c.Character == character);
if (ownerClient != null) if (ownerClient != null)
{ {
targetClients.Add(ownerClient); targetClients.Add(ownerClient);
@@ -38,7 +42,7 @@ partial class EventLogAction : EventAction
} }
else else
{ {
if (eventLog.TryAddEntry(ParentEvent.Prefab.Identifier, Id, displayText, GameMain.Server.ConnectedClients) && ShowInServerLog) if (eventLog.TryAddEntry(ParentEvent.Prefab.Identifier, Id, displayText, clients) && ShowInServerLog)
{ {
Log(targetClients: null); Log(targetClients: null);
} }
@@ -1,3 +1,5 @@
using System.Linq;
namespace Barotrauma namespace Barotrauma
{ {
partial class EventObjectiveAction : EventAction partial class EventObjectiveAction : EventAction
@@ -13,9 +15,12 @@ namespace Barotrauma
ParentObjectiveId, ParentObjectiveId,
CanBeCompleted); CanBeCompleted);
// Create snapshot to avoid concurrent access issues during parallel updates
var clients = GameMain.Server.ConnectedClients.ToArray();
if (TargetTag.IsEmpty) if (TargetTag.IsEmpty)
{ {
foreach (var client in GameMain.Server.ConnectedClients) foreach (var client in clients)
{ {
if (client.Character == null) { continue; } if (client.Character == null) { continue; }
EventManager.ServerWriteObjective(client, objective); EventManager.ServerWriteObjective(client, objective);
@@ -26,7 +31,7 @@ namespace Barotrauma
foreach (var target in ParentEvent.GetTargets(TargetTag)) foreach (var target in ParentEvent.GetTargets(TargetTag))
{ {
if (target is not Character character) { continue; } if (target is not Character character) { continue; }
var ownerClient = GameMain.Server.ConnectedClients.Find(c => c.Character == character); var ownerClient = clients.FirstOrDefault(c => c.Character == character);
if (ownerClient == null) { continue; } if (ownerClient == null) { continue; }
EventManager.ServerWriteObjective(ownerClient, objective); EventManager.ServerWriteObjective(ownerClient, objective);
} }
@@ -14,8 +14,10 @@ partial class HighlightAction : EventAction
IEnumerable<Client>? targetClients = null; IEnumerable<Client>? targetClients = null;
if (targetCharacters != null) if (targetCharacters != null)
{ {
// Create snapshot to avoid concurrent access issues during parallel updates
var clients = GameMain.Server.ConnectedClients.ToArray();
targetClients = targetCharacters targetClients = targetCharacters
.Select(c => GameMain.Server.ConnectedClients.FirstOrDefault(client => client.Character == c)) .Select(c => clients.FirstOrDefault(client => client.Character == c))
.Where(c => c != null)!; .Where(c => c != null)!;
} }
GameMain.Server?.CreateEntityEvent(item, new Item.SetHighlightEventData(State, highlightColor, targetClients)); GameMain.Server?.CreateEntityEvent(item, new Item.SetHighlightEventData(State, highlightColor, targetClients));
@@ -1,5 +1,6 @@
using Barotrauma.Networking; using Barotrauma.Networking;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
namespace Barotrauma namespace Barotrauma
{ {
@@ -22,7 +23,9 @@ namespace Barotrauma
private static void NotifyMissionUnlock(Mission mission) private static void NotifyMissionUnlock(Mission mission)
{ {
foreach (Client client in GameMain.Server.ConnectedClients) // Create snapshot to avoid concurrent access issues during parallel updates
var clients = GameMain.Server.ConnectedClients.ToArray();
foreach (Client client in clients)
{ {
NotifyMissionUnlock(mission, client); NotifyMissionUnlock(mission, client);
} }
@@ -33,7 +33,7 @@ namespace Barotrauma
byte selectedOption = inc.ReadByte(); byte selectedOption = inc.ReadByte();
bool isIgnore = selectedOption == byte.MaxValue; bool isIgnore = selectedOption == byte.MaxValue;
foreach (Event ev in activeEvents) foreach (Event ev in _activeEvents)
{ {
if (ev is not ScriptedEvent scriptedEvent) { continue; } if (ev is not ScriptedEvent scriptedEvent) { continue; }
@@ -76,7 +76,9 @@ namespace Barotrauma.Items.Components
{ {
var (msg, deliveryMethod) = PrepareToSend(opcode, data); var (msg, deliveryMethod) = PrepareToSend(opcode, data);
foreach (Client client in GameMain.Server.ConnectedClients) // Create snapshot to avoid concurrent access issues during parallel updates
var clients = GameMain.Server.ConnectedClients.ToArray();
foreach (Client client in clients)
{ {
if (predicate is not null && !predicate(client)) { continue; } if (predicate is not null && !predicate(client)) { continue; }
@@ -211,9 +211,9 @@ namespace Barotrauma
#if DEBUG || UNSTABLE #if DEBUG || UNSTABLE
DebugConsole.NewMessage($"Client {sender.Name} failed to put \"{item}\" in the inventory of {Owner} (parent inventory: {item.ParentInventory?.Owner.ToString() ?? "null"}). No access.", Color.Yellow); DebugConsole.NewMessage($"Client {sender.Name} failed to put \"{item}\" in the inventory of {Owner} (parent inventory: {item.ParentInventory?.Owner.ToString() ?? "null"}). No access.", Color.Yellow);
#endif #endif
if (item.body != null && !sender.PendingPositionUpdates.Contains(item)) if (item.body != null)
{ {
sender.PendingPositionUpdates.Enqueue(item); sender.TryEnqueuePositionUpdate(item);
} }
item.PositionUpdateInterval = 0.0f; item.PositionUpdateInterval = 0.0f;
continue; continue;
@@ -29,7 +29,9 @@ namespace Barotrauma
//don't create updates if all clients are very far from the hull //don't create updates if all clients are very far from the hull
float hullUpdateDistanceSqr = NetConfig.HullUpdateDistance * NetConfig.HullUpdateDistance; float hullUpdateDistanceSqr = NetConfig.HullUpdateDistance * NetConfig.HullUpdateDistance;
if (!GameMain.Server.ConnectedClients.Any(c => // Create snapshot to avoid concurrent access issues during parallel updates
var clients = GameMain.Server.ConnectedClients.ToArray();
if (!clients.Any(c =>
(c.Character != null && Vector2.DistanceSquared(c.Character.WorldPosition, WorldPosition) < hullUpdateDistanceSqr) || (c.Character != null && Vector2.DistanceSquared(c.Character.WorldPosition, WorldPosition) < hullUpdateDistanceSqr) ||
(c.SpectatePos != null && Vector2.DistanceSquared(c.SpectatePos.Value, WorldPosition) < hullUpdateDistanceSqr)) ) (c.SpectatePos != null && Vector2.DistanceSquared(c.SpectatePos.Value, WorldPosition) < hullUpdateDistanceSqr)) )
{ {
@@ -64,6 +64,32 @@ namespace Barotrauma.Networking
// key = entity, value = NetTime.Now when sending // key = entity, value = NetTime.Now when sending
public readonly Dictionary<Entity, float> PositionUpdateLastSent = new Dictionary<Entity, float>(); public readonly Dictionary<Entity, float> PositionUpdateLastSent = new Dictionary<Entity, float>();
public readonly Queue<Entity> PendingPositionUpdates = new Queue<Entity>(); public readonly Queue<Entity> PendingPositionUpdates = new Queue<Entity>();
private readonly HashSet<Entity> pendingPositionUpdatesSet = new HashSet<Entity>();
/// <summary>
/// Attempts to enqueue a position update for the given entity. Returns true if the entity was added, false if it was already in the queue.
/// Uses HashSet for O(1) lookup instead of Queue.Contains() which is O(n).
/// </summary>
public bool TryEnqueuePositionUpdate(Entity entity)
{
if (pendingPositionUpdatesSet.Add(entity))
{
PendingPositionUpdates.Enqueue(entity);
return true;
}
return false;
}
/// <summary>
/// Dequeues a position update and removes it from the HashSet tracking.
/// </summary>
public Entity DequeuePositionUpdate()
{
if (PendingPositionUpdates.Count == 0) { return null; }
var entity = PendingPositionUpdates.Dequeue();
pendingPositionUpdatesSet.Remove(entity);
return entity;
}
public bool ReadyToStart; public bool ReadyToStart;
@@ -126,7 +152,7 @@ namespace Barotrauma.Networking
if (!MathUtils.NearlyEqual(karma, syncedKarma, 10.0f)) if (!MathUtils.NearlyEqual(karma, syncedKarma, 10.0f))
{ {
syncedKarma = karma; syncedKarma = karma;
GameMain.NetworkMember.LastClientListUpdateID++; GameMain.NetworkMember.IncrementLastClientListUpdateID();
} }
} }
} }
@@ -353,6 +379,7 @@ namespace Barotrauma.Networking
{ {
NeedsMidRoundSync = false; NeedsMidRoundSync = false;
PendingPositionUpdates.Clear(); PendingPositionUpdates.Clear();
pendingPositionUpdatesSet.Clear();
EntityEventLastSent.Clear(); EntityEventLastSent.Clear();
LastSentEntityEventID = 0; LastSentEntityEventID = 0;
LastRecvEntityEventID = 0; LastRecvEntityEventID = 0;
@@ -174,7 +174,7 @@ namespace Barotrauma.Networking
StartTime = DateTime.Now; StartTime = DateTime.Now;
OnStarted(transfer); OnStarted(transfer);
GameMain.Server.LastClientListUpdateID++; GameMain.Server.IncrementLastClientListUpdateID();
return transfer; return transfer;
} }
@@ -204,7 +204,7 @@ namespace Barotrauma.Networking
if (numRemoved > 0 || endedTransfers.Count > 0) if (numRemoved > 0 || endedTransfers.Count > 0)
{ {
GameMain.Server.LastClientListUpdateID++; GameMain.Server.IncrementLastClientListUpdateID();
} }
} }
@@ -327,7 +327,7 @@ namespace Barotrauma.Networking
} }
} }
LastClientListUpdateID++; IncrementLastClientListUpdateID();
if (newClient.Connection == OwnerConnection && OwnerConnection != null) if (newClient.Connection == OwnerConnection && OwnerConnection != null)
{ {
@@ -742,11 +742,6 @@ namespace Barotrauma.Networking
{ {
errorMsg += "\nInner exception: " + e.InnerException.Message + "\n" + e.InnerException.StackTrace.CleanupStackTrace(); errorMsg += "\nInner exception: " + e.InnerException.Message + "\n" + e.InnerException.StackTrace.CleanupStackTrace();
} }
GameAnalyticsManager.AddErrorEventOnce(
"GameServer.Update:ClientWriteFailed" + e.StackTrace.CleanupStackTrace(),
GameAnalyticsManager.ErrorSeverity.Error,
errorMsg);
} }
} }
@@ -1133,9 +1128,6 @@ namespace Barotrauma.Networking
Log(ClientLogName(c) + " has reported an error: " + errorStr, ServerLog.MessageType.Error); Log(ClientLogName(c) + " has reported an error: " + errorStr, ServerLog.MessageType.Error);
GameAnalyticsManager.AddErrorEventOnce("GameServer.HandleClientError:" + errorStrNoName, GameAnalyticsManager.ErrorSeverity.Error, errorStr); GameAnalyticsManager.AddErrorEventOnce("GameServer.HandleClientError:" + errorStrNoName, GameAnalyticsManager.ErrorSeverity.Error, errorStr);
Log(
$"Entity event state at client error: pending={EntityEventManager.PendingCreateEventCount}, queued={EntityEventManager.EventCount}, unique={EntityEventManager.UniqueEventCount}, buffered={EntityEventManager.BufferedEventCount}, lastCreated={EntityEventManager.LastCreatedEventID}",
ServerLog.MessageType.Error);
try try
{ {
@@ -2148,7 +2140,7 @@ namespace Barotrauma.Networking
{ {
if (lastSent > NetTime.Now - updateInterval) { continue; } if (lastSent > NetTime.Now - updateInterval) { continue; }
} }
if (!c.PendingPositionUpdates.Contains(otherCharacter)) { c.PendingPositionUpdates.Enqueue(otherCharacter); } c.TryEnqueuePositionUpdate(otherCharacter);
} }
foreach (Submarine sub in Submarine.Loaded) foreach (Submarine sub in Submarine.Loaded)
@@ -2157,7 +2149,7 @@ namespace Barotrauma.Networking
// (= update is only sent for the docked sub that has the smallest ID, doesn't matter if it's the main sub or a shuttle) // (= update is only sent for the docked sub that has the smallest ID, doesn't matter if it's the main sub or a shuttle)
if (sub.Info.IsOutpost || sub.DockedTo.Any(s => s.ID < sub.ID)) { continue; } if (sub.Info.IsOutpost || sub.DockedTo.Any(s => s.ID < sub.ID)) { continue; }
if (sub.PhysicsBody == null || sub.PhysicsBody.BodyType == FarseerPhysics.BodyType.Static) { continue; } if (sub.PhysicsBody == null || sub.PhysicsBody.BodyType == FarseerPhysics.BodyType.Static) { continue; }
if (!c.PendingPositionUpdates.Contains(sub)) { c.PendingPositionUpdates.Enqueue(sub); } c.TryEnqueuePositionUpdate(sub);
} }
foreach (Item item in Item.ItemList) foreach (Item item in Item.ItemList)
@@ -2174,7 +2166,7 @@ namespace Barotrauma.Networking
{ {
if (lastSent > NetTime.Now - updateInterval) { continue; } if (lastSent > NetTime.Now - updateInterval) { continue; }
} }
if (!c.PendingPositionUpdates.Contains(item)) { c.PendingPositionUpdates.Enqueue(item); } c.TryEnqueuePositionUpdate(item);
} }
} }
@@ -2218,7 +2210,7 @@ namespace Barotrauma.Networking
entity.Removed || entity.Removed ||
(entity is Item item && float.IsInfinity(item.PositionUpdateInterval))) (entity is Item item && float.IsInfinity(item.PositionUpdateInterval)))
{ {
c.PendingPositionUpdates.Dequeue(); c.DequeuePositionUpdate();
continue; continue;
} }
@@ -2240,7 +2232,7 @@ namespace Barotrauma.Networking
outmsg.WritePadBits(); outmsg.WritePadBits();
c.PositionUpdateLastSent[entity] = (float)NetTime.Now; c.PositionUpdateLastSent[entity] = (float)NetTime.Now;
c.PendingPositionUpdates.Dequeue(); c.DequeuePositionUpdate();
} }
positionUpdateBytes = outmsg.LengthBytes - positionUpdateBytes; positionUpdateBytes = outmsg.LengthBytes - positionUpdateBytes;
@@ -3215,7 +3207,7 @@ namespace Barotrauma.Networking
initiatedStartGame = false; initiatedStartGame = false;
GameMain.ResetFrameTime(); GameMain.ResetFrameTime();
LastClientListUpdateID++; IncrementLastClientListUpdateID();
roundStartTime = DateTime.Now; roundStartTime = DateTime.Now;
@@ -3514,7 +3506,7 @@ namespace Barotrauma.Networking
{ {
var coolDownRemaining = Client.NameChangeCoolDown - timeSinceNameChange; var coolDownRemaining = Client.NameChangeCoolDown - timeSinceNameChange;
SendDirectChatMessage($"ServerMessage.NameChangeFailedCooldownActive~[seconds]={(int)coolDownRemaining.TotalSeconds}", c); SendDirectChatMessage($"ServerMessage.NameChangeFailedCooldownActive~[seconds]={(int)coolDownRemaining.TotalSeconds}", c);
LastClientListUpdateID++; IncrementLastClientListUpdateID();
//increment the ID to make sure the current server-side name is treated as the "latest", //increment the ID to make sure the current server-side name is treated as the "latest",
//and the client correctly reverts back to the old name //and the client correctly reverts back to the old name
c.NameId++; c.NameId++;
@@ -3528,7 +3520,7 @@ namespace Barotrauma.Networking
if (result != null) if (result != null)
{ {
LastClientListUpdateID++; IncrementLastClientListUpdateID();
return result.Value; return result.Value;
} }
@@ -3545,14 +3537,14 @@ namespace Barotrauma.Networking
c.Name = newName; c.Name = newName;
c.RejectedName = string.Empty; c.RejectedName = string.Empty;
SendChatMessage($"ServerMessage.NameChangeSuccessful~[oldname]={oldName}~[newname]={newName}", ChatMessageType.Server); SendChatMessage($"ServerMessage.NameChangeSuccessful~[oldname]={oldName}~[newname]={newName}", ChatMessageType.Server);
LastClientListUpdateID++; IncrementLastClientListUpdateID();
return true; return true;
} }
else else
{ {
//update client list even if the name cannot be changed to the one sent by the client, //update client list even if the name cannot be changed to the one sent by the client,
//so the client will be informed what their actual name is //so the client will be informed what their actual name is
LastClientListUpdateID++; IncrementLastClientListUpdateID();
return false; return false;
} }
} }
@@ -4791,7 +4783,9 @@ namespace Barotrauma.Networking
public static string CharacterLogName(Character character) public static string CharacterLogName(Character character)
{ {
if (character == null) { return "[NULL]"; } if (character == null) { return "[NULL]"; }
Client client = GameMain.Server.ConnectedClients.Find(c => c.Character == character); // Create snapshot to avoid concurrent access issues during parallel updates
var clients = GameMain.Server.ConnectedClients.ToArray();
Client client = clients.FirstOrDefault(c => c.Character == character);
return ClientLogName(client, character.LogName); return ClientLogName(client, character.LogName);
} }
@@ -4802,8 +4796,8 @@ namespace Barotrauma.Networking
LuaCsSetup.Instance?.EventService.PublishEvent<IEventServerLog>(x => x.OnServerLog(line, messageType)); LuaCsSetup.Instance?.EventService.PublishEvent<IEventServerLog>(x => x.OnServerLog(line, messageType));
GameMain.Server.ServerSettings.ServerLog.WriteLine(line, messageType); GameMain.Server.ServerSettings.ServerLog.WriteLine(line, messageType);
var clients = GameMain.Server.ConnectedClients.ToArray();
foreach (Client client in GameMain.Server.ConnectedClients) foreach (Client client in clients)
{ {
if (!client.HasPermission(ClientPermissions.ServerLog)) continue; if (!client.HasPermission(ClientPermissions.ServerLog)) continue;
//use sendername as the message type //use sendername as the message type
@@ -4844,7 +4838,7 @@ namespace Barotrauma.Networking
private void UpdateClientLobbies() private void UpdateClientLobbies()
{ {
// Triggers a call to WriteClientList(), which causes clients to call GameClient.ReadClientList() // Triggers a call to WriteClientList(), which causes clients to call GameClient.ReadClientList()
LastClientListUpdateID++; IncrementLastClientListUpdateID();
} }
private List<Client> GetPlayingClients() private List<Client> GetPlayingClients()
@@ -163,7 +163,7 @@ namespace Barotrauma
{ {
client.Character.CharacterHealth.ApplyAffliction(null, new Affliction(herpesAffliction, herpesStrength)); client.Character.CharacterHealth.ApplyAffliction(null, new Affliction(herpesAffliction, herpesStrength));
GameServer.Log($"{GameServer.ClientLogName(client)} has contracted space herpes due to low karma.", ServerLog.MessageType.Karma); GameServer.Log($"{GameServer.ClientLogName(client)} has contracted space herpes due to low karma.", ServerLog.MessageType.Karma);
GameMain.NetworkMember.LastClientListUpdateID++; GameMain.NetworkMember.IncrementLastClientListUpdateID();
} }
else if (existingAffliction != null) else if (existingAffliction != null)
{ {
@@ -5,8 +5,12 @@ using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading; using System.Threading;
using System.Threading.Tasks;
using static Barotrauma.EosInterface.Ownership;
// DO NOT TOUCH ANYTHING HERE
// OR EVERYTHING WILL FAIL
namespace Barotrauma.Networking namespace Barotrauma.Networking
{ {
class ServerEntityEvent : NetEntityEvent class ServerEntityEvent : NetEntityEvent
@@ -62,41 +66,13 @@ namespace Barotrauma.Networking
public List<ServerEntityEvent> Events public List<ServerEntityEvent> Events
{ {
get get { return events; }
{
FlushPendingCreates();
return events;
}
} }
public List<ServerEntityEvent> UniqueEvents public List<ServerEntityEvent> UniqueEvents
{ {
get get { return uniqueEvents; }
{
FlushPendingCreates();
return uniqueEvents;
} }
}
public int PendingCreateEventCount => pendingCreateQueue.Count;
public int EventCount
{
get
{
FlushPendingCreates();
return events.Count;
}
}
public int UniqueEventCount
{
get
{
FlushPendingCreates();
return uniqueEvents.Count;
}
}
public int BufferedEventCount => bufferedEvents.Count;
public UInt16 LastCreatedEventID => ID;
private class BufferedEvent private class BufferedEvent
{ {
@@ -148,6 +124,11 @@ namespace Barotrauma.Networking
private readonly ConcurrentQueue<PendingCreateEvent> pendingCreateQueue; private readonly ConcurrentQueue<PendingCreateEvent> pendingCreateQueue;
private readonly Task createEventTask;
private readonly CancellationTokenSource cancellationTokenSource = new CancellationTokenSource();
private readonly SemaphoreSlim eventSignal = new SemaphoreSlim(0);
public ServerEntityEventManager(GameServer server) public ServerEntityEventManager(GameServer server)
{ {
events = new List<ServerEntityEvent>(); events = new List<ServerEntityEvent>();
@@ -157,24 +138,33 @@ namespace Barotrauma.Networking
pendingCreateQueue = new ConcurrentQueue<PendingCreateEvent>(); pendingCreateQueue = new ConcurrentQueue<PendingCreateEvent>();
lastWarningTime = -10.0; lastWarningTime = -10.0;
SEM = this; SEM = this;
createEventTask = Task.Run(() => CreateEventProcessorLoop(cancellationTokenSource.Token));
} }
public void FlushPendingCreates() private async Task CreateEventProcessorLoop(CancellationToken token)
{ {
if (GameMain.MainThread != null && Thread.CurrentThread != GameMain.MainThread) while (!token.IsCancellationRequested)
{ {
throw new InvalidOperationException($"{nameof(ServerEntityEventManager)} pending events must be flushed on the main thread."); try
} {
await eventSignal.WaitAsync(100, token);
ProcessPendingCreateEvents(); ProcessPendingCreateEvents();
} }
catch (OperationCanceledException)
{
break;
}
}
}
private void ProcessPendingCreateEvents() private void ProcessPendingCreateEvents()
{ {
// CreateEntityEvent can be called from parallel update code. The queue keeps // Dequeue and process all pending events currently in the queue.
// that enqueue path safe, while this method is only called from the main tick // Use a lock to synchronize modifications to shared lists / ID.
// before reading or writing entity-event state.
while (pendingCreateQueue.TryDequeue(out PendingCreateEvent pending)) while (pendingCreateQueue.TryDequeue(out PendingCreateEvent pending))
{ {
// The original CreateEvent logic (mostly unchanged) but executed under a lock
if (pending == null || pending.Entity == null) { continue; } if (pending == null || pending.Entity == null) { continue; }
var entity = pending.Entity; var entity = pending.Entity;
@@ -226,18 +216,34 @@ namespace Barotrauma.Networking
{ {
if (!ValidateEntity(entity)) { return; } if (!ValidateEntity(entity)) { return; }
// enqueue and let background task handle the rest
pendingCreateQueue.Enqueue(new PendingCreateEvent(entity, extraData)); pendingCreateQueue.Enqueue(new PendingCreateEvent(entity, extraData));
if (eventSignal.CurrentCount == 0)
{
eventSignal.Release();
}
} }
public void Dispose() public void Dispose()
{ {
ClearPendingCreates(); cancellationTokenSource.Cancel();
eventSignal.Release();
try
{
createEventTask?.Wait(2000);
}
catch (AggregateException) { }
finally
{
cancellationTokenSource.Dispose();
eventSignal.Dispose();
}
} }
// Due to intensive access demend and time it takes to refactor, we use try-catch when facing thread-safety issue to skip to next update :(
public void Update(List<Client> clients) public void Update(List<Client> clients)
{ {
FlushPendingCreates();
foreach (BufferedEvent bufferedEvent in bufferedEvents) foreach (BufferedEvent bufferedEvent in bufferedEvents)
{ {
if (bufferedEvent.Character == null || bufferedEvent.Character.IsDead) if (bufferedEvent.Character == null || bufferedEvent.Character.IsDead)
@@ -323,7 +329,14 @@ namespace Barotrauma.Networking
} }
} }
lastSentToAnyoneTime = events.Find(e => e.ID == lastSentToAnyone)?.CreateTime ?? Timing.TotalTime; try
{
lastSentToAnyoneTime = events.ToList().Find(e => e.ID == lastSentToAnyone)?.CreateTime ?? Timing.TotalTime;
}
catch
{
lastSentToAnyoneTime = Timing.TotalTime;
}
if (Timing.TotalTime - lastWarningTime > 5.0 && if (Timing.TotalTime - lastWarningTime > 5.0 &&
@@ -340,7 +353,15 @@ namespace Barotrauma.Networking
clients.Where(c => c.NeedsMidRoundSync).ForEach(c => { if (NetIdUtils.IdMoreRecent(lastSentToAll, c.FirstNewEventID)) lastSentToAll = (ushort)(c.FirstNewEventID - 1); }); clients.Where(c => c.NeedsMidRoundSync).ForEach(c => { if (NetIdUtils.IdMoreRecent(lastSentToAll, c.FirstNewEventID)) lastSentToAll = (ushort)(c.FirstNewEventID - 1); });
ServerEntityEvent firstEventToResend = events.Find(e => e.ID == (ushort)(lastSentToAll + 1)); ServerEntityEvent firstEventToResend;
try
{
firstEventToResend = events.Find(e => e.ID == (ushort)(lastSentToAll + 1));
}
catch
{
firstEventToResend = null;
}
if (firstEventToResend != null && if (firstEventToResend != null &&
GameMain.GameSession.RoundDuration > server.ServerSettings.RoundStartSyncDuration && GameMain.GameSession.RoundDuration > server.ServerSettings.RoundStartSyncDuration &&
@@ -429,8 +450,6 @@ namespace Barotrauma.Networking
/// </summary> /// </summary>
public void Write(in SegmentTableWriter<ServerNetSegment> segmentTable, Client client, IWriteMessage msg, out List<NetEntityEvent> sentEvents) public void Write(in SegmentTableWriter<ServerNetSegment> segmentTable, Client client, IWriteMessage msg, out List<NetEntityEvent> sentEvents)
{ {
FlushPendingCreates();
List<NetEntityEvent> eventsToSync = GetEventsToSync(client); List<NetEntityEvent> eventsToSync = GetEventsToSync(client);
if (eventsToSync.Count == 0) if (eventsToSync.Count == 0)
@@ -557,8 +576,6 @@ namespace Barotrauma.Networking
public void InitClientMidRoundSync(Client client) public void InitClientMidRoundSync(Client client)
{ {
FlushPendingCreates();
//no need for midround syncing if no events have been created, //no need for midround syncing if no events have been created,
//or if the first created unique event is still in the event list //or if the first created unique event is still in the event list
if (uniqueEvents.Count == 0 || (events.Count > 0 && events[0].ID == uniqueEvents[0].ID)) if (uniqueEvents.Count == 0 || (events.Count > 0 && events[0].ID == uniqueEvents[0].ID))
@@ -676,8 +693,6 @@ namespace Barotrauma.Networking
public void Clear() public void Clear()
{ {
ClearPendingCreates();
ID = 0; ID = 0;
events.Clear(); events.Clear();
@@ -694,10 +709,5 @@ namespace Barotrauma.Networking
c.LastSentEntityEventID = 0; c.LastSentEntityEventID = 0;
} }
} }
private void ClearPendingCreates()
{
while (pendingCreateQueue.TryDequeue(out _)) { }
}
} }
} }
@@ -279,7 +279,7 @@ namespace Barotrauma.Networking
var shuttleGaps = Gap.GapList.FindAll(g => RespawnShuttles.Contains(g.Submarine) && g.ConnectedWall != null); var shuttleGaps = Gap.GapList.FindAll(g => RespawnShuttles.Contains(g.Submarine) && g.ConnectedWall != null);
shuttleGaps.ForEach(g => Spawner.AddEntityToRemoveQueue(g)); shuttleGaps.ForEach(g => Spawner.AddEntityToRemoveQueue(g));
var dockingPorts = Item.ItemList.FindAll(i => RespawnShuttles.Contains(i.Submarine) && i.GetComponent<DockingPort>() != null); var dockingPorts = Item.ItemList.Where(i => RespawnShuttles.Contains(i.Submarine) && i.GetComponent<DockingPort>() != null).ToList();
dockingPorts.ForEach(d => d.GetComponent<DockingPort>().Undock()); dockingPorts.ForEach(d => d.GetComponent<DockingPort>().Undock());
if (!IsShuttleInsideLevel || DateTime.Now > teamSpecificState.DespawnTime) if (!IsShuttleInsideLevel || DateTime.Now > teamSpecificState.DespawnTime)
@@ -2,7 +2,11 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.IO;
using System.Linq; using System.Linq;
using System.Security.Cryptography;
using System.Text;
using System.Threading.Tasks;
namespace Barotrauma namespace Barotrauma
@@ -35,27 +39,7 @@ namespace Barotrauma
} }
public int ConnectClients public int ConnectClients
{ {
get { return GameMain.Server?.ConnectedClients.Count ?? 0; } get { return GameMain.Server.ConnectedClients.Count; }
}
public int PendingEntityEvents
{
get { return GameMain.Server?.EntityEventManager?.PendingCreateEventCount ?? 0; }
}
public int EntityEvents
{
get { return GameMain.Server?.EntityEventManager?.EventCount ?? 0; }
}
public int UniqueEntityEvents
{
get { return GameMain.Server?.EntityEventManager?.UniqueEventCount ?? 0; }
}
public int BufferedEntityEvents
{
get { return GameMain.Server?.EntityEventManager?.BufferedEventCount ?? 0; }
} }
public double RealTickRate public double RealTickRate
@@ -182,10 +166,6 @@ namespace Barotrauma
$"Character Count: {CharacterCount}\n" + $"Character Count: {CharacterCount}\n" +
$"Clients Count {ConnectClients}\n " + $"Clients Count {ConnectClients}\n " +
$"PhysicsBody Count: {PhysicsBodyCount}\n" + $"PhysicsBody Count: {PhysicsBodyCount}\n" +
$"Entity Events: {EntityEvents}\n" +
$"Unique Entity Events: {UniqueEntityEvents}\n" +
$"Pending Entity Events: {PendingEntityEvents}\n" +
$"Buffered Entity Events: {BufferedEntityEvents}\n" +
$"Tick Rate: {RealTickRate}\n" + $"Tick Rate: {RealTickRate}\n" +
$"Min Tick Rate: {TickRateLow}\n" + $"Min Tick Rate: {TickRateLow}\n" +
$"Max Tick Rate: {TickRateHigh}\n" + $"Max Tick Rate: {TickRateHigh}\n" +
@@ -156,7 +156,8 @@ namespace Barotrauma
Reactor reactor = item.GetComponent<Reactor>(); Reactor reactor = item.GetComponent<Reactor>();
if (reactor != null && reactor.Item.Condition > 0.0f) { roundData.Reactors.Add(reactor); } if (reactor != null && reactor.Item.Condition > 0.0f) { roundData.Reactors.Add(reactor); }
} }
pathFinder = new PathFinder(WayPoint.WayPointList, false);
pathFinder = new PathFinder(WayPoint.WayPointList.ToList(), false);
cachedDistances.Clear(); cachedDistances.Clear();
#if CLIENT #if CLIENT
@@ -323,7 +324,7 @@ namespace Barotrauma
static CachedDistance CalculateNewCachedDistance(Character c) static CachedDistance CalculateNewCachedDistance(Character c)
{ {
pathFinder ??= new PathFinder(WayPoint.WayPointList, false); pathFinder ??= new PathFinder(WayPoint.WayPointList.ToList(), false);
var path = pathFinder.FindPath(ConvertUnits.ToSimUnits(c.WorldPosition), ConvertUnits.ToSimUnits(Submarine.MainSub.WorldPosition)); var path = pathFinder.FindPath(ConvertUnits.ToSimUnits(c.WorldPosition), ConvertUnits.ToSimUnits(Submarine.MainSub.WorldPosition));
if (path.Unreachable) { return null; } if (path.Unreachable) { return null; }
return new CachedDistance(c.WorldPosition, Submarine.MainSub.WorldPosition, path.TotalLength, Timing.TotalTime + Rand.Range(1.0f, 5.0f)); return new CachedDistance(c.WorldPosition, Submarine.MainSub.WorldPosition, path.TotalLength, Timing.TotalTime + Rand.Range(1.0f, 5.0f));
@@ -1,13 +1,67 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
namespace Barotrauma namespace Barotrauma
{ {
/// <summary>
/// Thread-safe wrapper for AITarget list operations.
/// Uses copy-on-write pattern for lock-free reads.
/// </summary>
class ThreadSafeAITargetList : IEnumerable<AITarget>
{
private volatile List<AITarget> _list = new List<AITarget>();
private readonly object _writeLock = new object();
public int Count => _list.Count;
public void Add(AITarget target)
{
lock (_writeLock)
{
var newList = new List<AITarget>(_list) { target };
Interlocked.Exchange(ref _list, newList);
}
}
public bool Remove(AITarget target)
{
lock (_writeLock)
{
var newList = new List<AITarget>(_list);
bool removed = newList.Remove(target);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
public void Clear()
{
Interlocked.Exchange(ref _list, new List<AITarget>());
}
public bool Contains(AITarget target) => _list.Contains(target);
public AITarget this[int index] => _list[index];
public IEnumerator<AITarget> GetEnumerator() => _list.GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
public List<AITarget> ToList() => new List<AITarget>(_list);
public AITarget FirstOrDefault(Func<AITarget, bool> predicate) => _list.FirstOrDefault(predicate);
public IEnumerable<AITarget> Where(Func<AITarget, bool> predicate) => _list.Where(predicate);
public bool Any(Func<AITarget, bool> predicate) => _list.Any(predicate);
}
partial class AITarget partial class AITarget
{ {
public static List<AITarget> List = new List<AITarget>(); public static ThreadSafeAITargetList List = new ThreadSafeAITargetList();
private Entity entity; private Entity entity;
public Entity Entity public Entity Entity
@@ -5,6 +5,7 @@ using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading;
namespace Barotrauma namespace Barotrauma
{ {
@@ -381,8 +382,13 @@ namespace Barotrauma
} }
steeringBuffer = Math.Clamp(steeringBuffer, minSteeringBuffer, maxSteeringBuffer); steeringBuffer = Math.Clamp(steeringBuffer, minSteeringBuffer, maxSteeringBuffer);
// in case of somehow AnimController was a null, eg. something removed AnimController in the middle of an update
if (AnimController != null)
{
AnimController.Crouching = shouldCrouch; AnimController.Crouching = shouldCrouch;
CheckCrouching(deltaTime); CheckCrouching(deltaTime);
}
Character.ClearInputs(); Character.ClearInputs();
if (SortTimer > 0.0f) if (SortTimer > 0.0f)
@@ -1637,7 +1643,8 @@ namespace Barotrauma
if (mode == AIObjectiveCombat.CombatMode.None) { return; } if (mode == AIObjectiveCombat.CombatMode.None) { return; }
if (Character.IsDead || Character.IsIncapacitated || Character.Removed) { return; } if (Character.IsDead || Character.IsIncapacitated || Character.Removed) { return; }
if (!Character.IsBot) { return; } if (!Character.IsBot) { return; }
if (ObjectiveManager.Objectives.FirstOrDefault(o => o is AIObjectiveCombat) is AIObjectiveCombat combatObjective) List<AIObjective> ObjectivesLocal = ObjectiveManager.Objectives;
if (ObjectivesLocal.FirstOrDefault(o => o is AIObjectiveCombat) is AIObjectiveCombat combatObjective)
{ {
// Don't replace offensive mode with something else // Don't replace offensive mode with something else
if (combatObjective.Mode == AIObjectiveCombat.CombatMode.Offensive && mode != AIObjectiveCombat.CombatMode.Offensive) { return; } if (combatObjective.Mode == AIObjectiveCombat.CombatMode.Offensive && mode != AIObjectiveCombat.CombatMode.Offensive) { return; }
@@ -1817,7 +1824,9 @@ namespace Barotrauma
public static bool HasDivingMask(Character character, float conditionPercentage = 0, bool requireOxygenTank = true) public static bool HasDivingMask(Character character, float conditionPercentage = 0, bool requireOxygenTank = true)
=> HasItem(character, Tags.LightDivingGear, out _, requireOxygenTank ? Tags.OxygenSource : Identifier.Empty, conditionPercentage, requireEquipped: true); => HasItem(character, Tags.LightDivingGear, out _, requireOxygenTank ? Tags.OxygenSource : Identifier.Empty, conditionPercentage, requireEquipped: true);
private static List<Item> matchingItems = new List<Item>(); // ThreadLocal to ensure thread safety - each thread gets its own list instance
private static readonly ThreadLocal<List<Item>> matchingItemsLocal = new ThreadLocal<List<Item>>(() => new List<Item>());
private static List<Item> matchingItems => matchingItemsLocal.Value;
/// <summary> /// <summary>
/// Note: uses a single list for matching items. The item is reused each time when the method is called. So if you use the method twice, and then refer to the first items, you'll actually get the second. /// Note: uses a single list for matching items. The item is reused each time when the method is called. So if you use the method twice, and then refer to the first items, you'll actually get the second.
@@ -1825,15 +1834,16 @@ namespace Barotrauma
/// </summary> /// </summary>
public static bool HasItem(Character character, Identifier tagOrIdentifier, out IEnumerable<Item> items, Identifier containedTag = default, float conditionPercentage = 0, bool requireEquipped = false, bool recursive = true, Func<Item, bool> predicate = null) public static bool HasItem(Character character, Identifier tagOrIdentifier, out IEnumerable<Item> items, Identifier containedTag = default, float conditionPercentage = 0, bool requireEquipped = false, bool recursive = true, Func<Item, bool> predicate = null)
{ {
matchingItems.Clear(); var localMatchingItems = matchingItems;
items = matchingItems; localMatchingItems.Clear();
items = localMatchingItems;
if (character?.Inventory == null) { return false; } if (character?.Inventory == null) { return false; }
matchingItems = character.Inventory.FindAllItems(i => (i.Prefab.Identifier == tagOrIdentifier || i.HasTag(tagOrIdentifier)) && character.Inventory.FindAllItems(i => (i.Prefab.Identifier == tagOrIdentifier || i.HasTag(tagOrIdentifier)) &&
i.ConditionPercentage >= conditionPercentage && i.ConditionPercentage >= conditionPercentage &&
(!requireEquipped || character.HasEquippedItem(i)) && (!requireEquipped || character.HasEquippedItem(i)) &&
(predicate == null || predicate(i)), recursive, matchingItems); (predicate == null || predicate(i)), recursive, localMatchingItems);
items = matchingItems; items = localMatchingItems;
foreach (var item in matchingItems) foreach (var item in localMatchingItems)
{ {
if (item == null) { continue; } if (item == null) { continue; }
@@ -1,4 +1,5 @@
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using Barotrauma.IO; using Barotrauma.IO;
using System.Linq; using System.Linq;
@@ -9,7 +10,8 @@ namespace Barotrauma
{ {
class NPCConversationCollection : Prefab class NPCConversationCollection : Prefab
{ {
public static readonly Dictionary<LanguageIdentifier, PrefabCollection<NPCConversationCollection>> Collections = new Dictionary<LanguageIdentifier, PrefabCollection<NPCConversationCollection>>(); // Thread-safe dictionary for language-based collections
public static readonly ConcurrentDictionary<LanguageIdentifier, PrefabCollection<NPCConversationCollection>> Collections = new ConcurrentDictionary<LanguageIdentifier, PrefabCollection<NPCConversationCollection>>();
public readonly LanguageIdentifier Language; public readonly LanguageIdentifier Language;
@@ -160,7 +162,24 @@ namespace Barotrauma
return currentFlags; return currentFlags;
} }
private static readonly List<NPCConversation> previousConversations = new List<NPCConversation>(); // Thread-safe previous conversations tracking using copy-on-write pattern
private static volatile List<NPCConversation> _previousConversations = new List<NPCConversation>();
private static readonly object _previousConversationsLock = new object();
private static List<NPCConversation> previousConversations => _previousConversations;
private static void AddToPreviousConversations(NPCConversation conversation)
{
lock (_previousConversationsLock)
{
var newList = new List<NPCConversation>(_previousConversations);
newList.Insert(0, conversation);
if (newList.Count > MaxPreviousConversations)
{
newList.RemoveAt(MaxPreviousConversations);
}
_previousConversations = newList;
}
}
public static List<(Character speaker, string line)> CreateRandom(List<Character> availableSpeakers) public static List<(Character speaker, string line)> CreateRandom(List<Character> availableSpeakers)
{ {
@@ -281,8 +300,7 @@ namespace Barotrauma
if (baseConversation == null) if (baseConversation == null)
{ {
previousConversations.Insert(0, selectedConversation); AddToPreviousConversations(selectedConversation);
if (previousConversations.Count > MaxPreviousConversations) previousConversations.RemoveAt(MaxPreviousConversations);
} }
lineList.Add((speaker, selectedConversation.Line)); lineList.Add((speaker, selectedConversation.Line));
CreateConversation(availableSpeakers, assignedSpeakers, selectedConversation, lineList, availableConversations); CreateConversation(availableSpeakers, assignedSpeakers, selectedConversation, lineList, availableConversations);
@@ -119,7 +119,7 @@ namespace Barotrauma
protected override bool CheckObjectiveState() protected override bool CheckObjectiveState()
{ {
if (item.IgnoreByAI(character) || Item.DeconstructItems.Contains(item)) if (item.IgnoreByAI(character) || Item.IsMarkedForDeconstruction(item))
{ {
Abandon = true; Abandon = true;
} }
@@ -114,7 +114,7 @@ namespace Barotrauma
if (!allowUnloading) { return false; } if (!allowUnloading) { return false; }
if (requireValidContainer && !IsValidContainer(item.Container, character)) { return false; } if (requireValidContainer && !IsValidContainer(item.Container, character)) { return false; }
} }
if (ignoreItemsMarkedForDeconstruction && Item.DeconstructItems.Contains(item)) { return false; } if (ignoreItemsMarkedForDeconstruction && Item.IsMarkedForDeconstruction(item)) { return false; }
if (!item.HasAccess(character)) { return false; } if (!item.HasAccess(character)) { return false; }
if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; } if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
if (item.HasBallastFloraInHull) { return false; } if (item.HasBallastFloraInHull) { return false; }
@@ -1,5 +1,6 @@
#nullable enable #nullable enable
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Barotrauma.Items.Components; using Barotrauma.Items.Components;
@@ -68,8 +69,9 @@ namespace Barotrauma
/// <summary> /// <summary>
/// When did the character last inspect whether some other character has stolen items on them? /// When did the character last inspect whether some other character has stolen items on them?
/// Thread-safe dictionary for concurrent access.
/// </summary> /// </summary>
private static readonly Dictionary<Character, double> lastInspectionTimes = new Dictionary<Character, double>(); private static readonly ConcurrentDictionary<Character, double> lastInspectionTimes = new ConcurrentDictionary<Character, double>();
private const float NormalInspectionInterval = 120.0f; private const float NormalInspectionInterval = 120.0f;
private const float CriminalInspectionInterval = 30.0f; private const float CriminalInspectionInterval = 30.0f;
@@ -122,7 +122,7 @@ namespace Barotrauma
} }
else else
{ {
Objectives.RemoveAll(o => o.GetType() == type); Objectives.RemoveAll(o => o?.GetType() == type);
} }
Objectives.Add(objective); Objectives.Add(objective);
} }
@@ -440,7 +440,7 @@ namespace Barotrauma
if (Identifier == Tags.DeconstructThis && item.AllowDeconstruct) if (Identifier == Tags.DeconstructThis && item.AllowDeconstruct)
{ {
if (item.AllowDeconstruct && !Item.DeconstructItems.Contains(item) && if (item.AllowDeconstruct && !Item.IsMarkedForDeconstruction(item) &&
//only allow deconstructing if there are no deconstruction recipes (= deconstructing yields nothing), or deconstruction recipes that //only allow deconstructing if there are no deconstruction recipes (= deconstructing yields nothing), or deconstruction recipes that
(item.Prefab.DeconstructItems.None() || (item.Prefab.DeconstructItems.None() ||
item.Prefab.DeconstructItems.Any(deconstructItem => item.Prefab.DeconstructItems.Any(deconstructItem =>
@@ -454,7 +454,7 @@ namespace Barotrauma
} }
else if (Identifier == Tags.DontDeconstructThis) else if (Identifier == Tags.DontDeconstructThis)
{ {
if (Item.DeconstructItems.Contains(item)) { return true; } if (Item.IsMarkedForDeconstruction(item)) { return true; }
} }
ImmutableArray<Identifier> targetItems = GetTargetItems(option); ImmutableArray<Identifier> targetItems = GetTargetItems(option);
@@ -8,8 +8,10 @@ using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using MoonSharp.Interpreter; using MoonSharp.Interpreter;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
using JointParams = Barotrauma.RagdollParams.JointParams; using JointParams = Barotrauma.RagdollParams.JointParams;
using LimbParams = Barotrauma.RagdollParams.LimbParams; using LimbParams = Barotrauma.RagdollParams.LimbParams;
@@ -26,7 +28,33 @@ namespace Barotrauma
/// </summary> /// </summary>
const float MaxImpactDamage = 0.1f; const float MaxImpactDamage = 0.1f;
private static readonly List<Ragdoll> list = new List<Ragdoll>(); // Thread-safe list using copy-on-write pattern (ConcurrentBag doesn't support indexer/Remove)
private static volatile List<Ragdoll> _list = new List<Ragdoll>();
private static readonly object _listLock = new object();
private static List<Ragdoll> list => _list;
private static void ListAdd(Ragdoll ragdoll)
{
lock (_listLock)
{
var newList = new List<Ragdoll>(_list) { ragdoll };
Interlocked.Exchange(ref _list, newList);
}
}
private static bool ListRemove(Ragdoll ragdoll)
{
lock (_listLock)
{
var newList = new List<Ragdoll>(_list);
bool removed = newList.Remove(ragdoll);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
struct Impact struct Impact
{ {
@@ -47,7 +75,8 @@ namespace Barotrauma
} }
} }
private readonly Queue<Impact> impactQueue = new Queue<Impact>(); // Thread-safe queue for physics collision callbacks
private readonly ConcurrentQueue<Impact> impactQueue = new ConcurrentQueue<Impact>();
protected Hull currentHull; protected Hull currentHull;
@@ -469,7 +498,7 @@ namespace Barotrauma
public Ragdoll(Character character, string seed, RagdollParams ragdollParams = null) public Ragdoll(Character character, string seed, RagdollParams ragdollParams = null)
{ {
list.Add(this); ListAdd(this);
this.character = character; this.character = character;
Recreate(ragdollParams ?? RagdollParams); Recreate(ragdollParams ?? RagdollParams);
} }
@@ -745,12 +774,9 @@ namespace Barotrauma
if (f2.Body.UserData is not Structure structure) if (f2.Body.UserData is not Structure structure)
{ {
if (!f2.IsSensor) if (!f2.IsSensor)
{
lock (impactQueue)
{ {
impactQueue.Enqueue(new Impact(f1, f2, contact, velocity)); impactQueue.Enqueue(new Impact(f1, f2, contact, velocity));
} }
}
return true; return true;
} }
else if (character.Submarine != null && structure.Submarine != null && character.Submarine != structure.Submarine) else if (character.Submarine != null && structure.Submarine != null && character.Submarine != structure.Submarine)
@@ -821,10 +847,7 @@ namespace Barotrauma
} }
} }
lock (impactQueue)
{
impactQueue.Enqueue(new Impact(f1, f2, contact, velocity)); impactQueue.Enqueue(new Impact(f1, f2, contact, velocity));
}
return true; return true;
} }
@@ -1291,10 +1314,9 @@ namespace Barotrauma
{ {
if (!character.Enabled || character.Removed || Frozen || Invalid || Collider == null || Collider.Removed) { return; } if (!character.Enabled || character.Removed || Frozen || Invalid || Collider == null || Collider.Removed) { return; }
while (impactQueue.Count > 0) while (impactQueue.TryDequeue(out var impact))
{ {
var impact = impactQueue.Dequeue(); ApplyImpact(impact.F1, impact.F2, impact.LocalNormal, impact.ImpactPos, impact.Velocity);
ApplyImpact(impact.F1, impact.F2, impact.WorldNormal, impact.ImpactPos, impact.Velocity);
} }
CheckValidity(); CheckValidity();
@@ -2368,7 +2390,7 @@ namespace Barotrauma
LimbJoints = null; LimbJoints = null;
} }
list.Remove(this); ListRemove(this);
} }
public static void RemoveAll() public static void RemoveAll()
@@ -7,10 +7,12 @@ using FarseerPhysics;
using FarseerPhysics.Dynamics; using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.Immutable; using System.Collections.Immutable;
using System.Diagnostics; using System.Diagnostics;
using System.Linq; using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
#if SERVER #if SERVER
using System.Text; using System.Text;
@@ -28,12 +30,70 @@ namespace Barotrauma
public readonly record struct TalentResistanceIdentifier(Identifier ResistanceIdentifier, Identifier TalentIdentifier); public readonly record struct TalentResistanceIdentifier(Identifier ResistanceIdentifier, Identifier TalentIdentifier);
/// <summary>
/// Thread-safe wrapper for character list operations.
/// Provides lock-free read operations and synchronized write operations.
/// </summary>
class ThreadSafeCharacterList : IEnumerable<Character>
{
private volatile List<Character> _list = new List<Character>();
private readonly object _writeLock = new object();
public int Count => _list.Count;
public void Add(Character character)
{
lock (_writeLock)
{
var newList = new List<Character>(_list) { character };
Interlocked.Exchange(ref _list, newList);
}
}
public bool Remove(Character character)
{
lock (_writeLock)
{
var newList = new List<Character>(_list);
bool removed = newList.Remove(character);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
public void Clear()
{
Interlocked.Exchange(ref _list, new List<Character>());
}
public bool Contains(Character character) => _list.Contains(character);
public Character this[int index] => _list[index];
public IEnumerator<Character> GetEnumerator() => _list.GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
// LINQ-friendly snapshot for complex queries
public List<Character> ToList() => new List<Character>(_list);
public Character FirstOrDefault(Func<Character, bool> predicate) => _list.FirstOrDefault(predicate);
public Character Find(Predicate<Character> predicate) => _list.Find(predicate);
public List<Character> FindAll(Predicate<Character> predicate) => _list.FindAll(predicate);
public IEnumerable<Character> Where(Func<Character, bool> predicate) => _list.Where(predicate);
public bool Any(Func<Character, bool> predicate) => _list.Any(predicate);
public bool None(Func<Character, bool> predicate) => !_list.Any(predicate);
public int CountWhere(Func<Character, bool> predicate) => _list.Count(predicate);
}
partial class Character : Entity, IDamageable, ISerializableEntity, IClientSerializable, IServerPositionSync partial class Character : Entity, IDamageable, ISerializableEntity, IClientSerializable, IServerPositionSync
{ {
public static readonly List<Character> CharacterList = new List<Character>(); public static readonly ThreadSafeCharacterList CharacterList = new ThreadSafeCharacterList();
public static int CharacterUpdateInterval = 1; public static int CharacterUpdateInterval = 1;
private static int characterUpdateTick = 1; private static volatile int characterUpdateTick = 1;
public const float MaxHighlightDistance = 150.0f; public const float MaxHighlightDistance = 150.0f;
public const float MaxDragDistance = 200.0f; public const float MaxDragDistance = 200.0f;
@@ -2793,10 +2853,11 @@ namespace Barotrauma
} }
int itemsPerFrame = IsOnPlayerTeam ? 100 : 10; int itemsPerFrame = IsOnPlayerTeam ? 100 : 10;
int checkedItemCount = 0; int checkedItemCount = 0;
for (int i = 0; i < itemsPerFrame && itemIndex < Item.ItemList.Count; i++, itemIndex++) var cachedItems = Item.GetCachedItemList();
for (int i = 0; i < itemsPerFrame && itemIndex < cachedItems.Count; i++, itemIndex++)
{ {
checkedItemCount++; checkedItemCount++;
var item = Item.ItemList[itemIndex]; var item = cachedItems[itemIndex];
if (!item.IsInteractable(this)) { continue; } if (!item.IsInteractable(this)) { continue; }
if (ignoredItems != null && ignoredItems.Contains(item)) { continue; } if (ignoredItems != null && ignoredItems.Contains(item)) { continue; }
if (item.Submarine == null) { continue; } if (item.Submarine == null) { continue; }
@@ -2832,10 +2893,10 @@ namespace Barotrauma
} }
} }
targetItem = _foundItem; targetItem = _foundItem;
bool completed = itemIndex >= Item.ItemList.Count - 1; bool completed = itemIndex >= cachedItems.Count - 1;
if (HumanAIController.DebugAI && checkedItemCount > 0 && targetItem != null && StopWatch.ElapsedMilliseconds > 1) if (HumanAIController.DebugAI && checkedItemCount > 0 && targetItem != null && StopWatch.ElapsedMilliseconds > 1)
{ {
var msg = $"Went through {checkedItemCount} of total {Item.ItemList.Count} items. Found item {targetItem.Name} in {StopWatch.ElapsedMilliseconds} ms. Completed: {completed}"; var msg = $"Went through {checkedItemCount} of total {cachedItems.Count} items. Found item {targetItem.Name} in {StopWatch.ElapsedMilliseconds} ms. Completed: {completed}";
if (StopWatch.ElapsedMilliseconds > 5) if (StopWatch.ElapsedMilliseconds > 5)
{ {
DebugConsole.ThrowError(msg); DebugConsole.ThrowError(msg);
@@ -4910,7 +4971,11 @@ namespace Barotrauma
HealthUpdateInterval = 0.0f; HealthUpdateInterval = 0.0f;
} }
private readonly List<ISerializableEntity> targets = new List<ISerializableEntity>(); // Thread-static to avoid concurrent modification in parallel item updates
[ThreadStatic]
private static List<ISerializableEntity> t_statusEffectTargets;
private static List<ISerializableEntity> StatusEffectTargets => t_statusEffectTargets ??= new List<ISerializableEntity>();
public void ApplyStatusEffects(ActionType actionType, float deltaTime) public void ApplyStatusEffects(ActionType actionType, float deltaTime)
{ {
if (actionType == ActionType.OnEating) if (actionType == ActionType.OnEating)
@@ -4939,6 +5004,7 @@ namespace Barotrauma
if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) || if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters)) statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
{ {
var targets = StatusEffectTargets;
targets.Clear(); targets.Clear();
statusEffect.AddNearbyTargets(WorldPosition, targets); statusEffect.AddNearbyTargets(WorldPosition, targets);
statusEffect.Apply(actionType, deltaTime, this, targets); statusEffect.Apply(actionType, deltaTime, this, targets);
@@ -8,12 +8,14 @@ using Barotrauma.Networking;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using MoonSharp.Interpreter; using MoonSharp.Interpreter;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Globalization; using System.Globalization;
using System.Globalization; using System.Globalization;
using System.Linq; using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
using static OneOf.Types.TrueFalseOrNull; using MoonSharp.Interpreter;
namespace Barotrauma namespace Barotrauma
{ {
@@ -134,8 +136,9 @@ namespace Barotrauma
private readonly List<LimbHealth> limbHealths = new List<LimbHealth>(); private readonly List<LimbHealth> limbHealths = new List<LimbHealth>();
private readonly Dictionary<Affliction, LimbHealth> afflictions = new Dictionary<Affliction, LimbHealth>(); // Thread-safe afflictions dictionary for concurrent access
private readonly HashSet<Affliction> irremovableAfflictions = new HashSet<Affliction>(); private readonly ConcurrentDictionary<Affliction, LimbHealth> afflictions = new ConcurrentDictionary<Affliction, LimbHealth>();
private readonly ConcurrentDictionary<Affliction, byte> irremovableAfflictions = new ConcurrentDictionary<Affliction, byte>();
private Affliction bloodlossAffliction; private Affliction bloodlossAffliction;
private Affliction oxygenLowAffliction; private Affliction oxygenLowAffliction;
private Affliction pressureAffliction; private Affliction pressureAffliction;
@@ -326,13 +329,13 @@ namespace Barotrauma
private void InitIrremovableAfflictions() private void InitIrremovableAfflictions()
{ {
irremovableAfflictions.Add(bloodlossAffliction = new Affliction(AfflictionPrefab.Bloodloss, 0.0f)); irremovableAfflictions.TryAdd(bloodlossAffliction = new Affliction(AfflictionPrefab.Bloodloss, 0.0f), 0);
irremovableAfflictions.Add(stunAffliction = new Affliction(AfflictionPrefab.Stun, 0.0f)); irremovableAfflictions.TryAdd(stunAffliction = new Affliction(AfflictionPrefab.Stun, 0.0f), 0);
irremovableAfflictions.Add(pressureAffliction = new Affliction(AfflictionPrefab.Pressure, 0.0f)); irremovableAfflictions.TryAdd(pressureAffliction = new Affliction(AfflictionPrefab.Pressure, 0.0f), 0);
irremovableAfflictions.Add(oxygenLowAffliction = new Affliction(AfflictionPrefab.OxygenLow, 0.0f)); irremovableAfflictions.TryAdd(oxygenLowAffliction = new Affliction(AfflictionPrefab.OxygenLow, 0.0f), 0);
foreach (Affliction affliction in irremovableAfflictions) foreach (Affliction affliction in irremovableAfflictions.Keys)
{ {
afflictions.Add(affliction, null); afflictions.TryAdd(affliction, null);
} }
} }
@@ -340,7 +343,7 @@ namespace Barotrauma
public IReadOnlyCollection<Affliction> GetAllAfflictions() public IReadOnlyCollection<Affliction> GetAllAfflictions()
{ {
return afflictions.Keys; return afflictions.Keys.ToList();
} }
public IEnumerable<Affliction> GetAllAfflictions(Func<Affliction, bool> limbHealthFilter) public IEnumerable<Affliction> GetAllAfflictions(Func<Affliction, bool> limbHealthFilter)
@@ -505,7 +508,7 @@ namespace Barotrauma
/// </summary> /// </summary>
public float GetResistance(AfflictionPrefab afflictionPrefab, LimbType limbType) public float GetResistance(AfflictionPrefab afflictionPrefab, LimbType limbType)
{ {
lock (afflictions) { // ConcurrentDictionary is thread-safe, no lock needed
// This is a % resistance (0 to 1.0) // This is a % resistance (0 to 1.0)
float resistance = 0.0f; float resistance = 0.0f;
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions) foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
@@ -518,7 +521,6 @@ namespace Barotrauma
// The returned value is calculated to be a % resistance again // The returned value is calculated to be a % resistance again
return 1 - ((1 - resistance) * abilityResistanceMultiplier); return 1 - ((1 - resistance) * abilityResistanceMultiplier);
} }
}
public float GetStatValue(StatTypes statType) public float GetStatValue(StatTypes statType)
{ {
@@ -541,20 +543,25 @@ namespace Barotrauma
return false; return false;
} }
private readonly List<Affliction> matchingAfflictions = new List<Affliction>(); // Thread-static to avoid concurrent modification in parallel item updates
[ThreadStatic]
private static List<Affliction> t_matchingAfflictions;
private static List<Affliction> MatchingAfflictions => t_matchingAfflictions ??= new List<Affliction>();
public void ReduceAllAfflictionsOnAllLimbs(float amount, ActionType? treatmentAction = null) public void ReduceAllAfflictionsOnAllLimbs(float amount, ActionType? treatmentAction = null)
{ {
var matchingAfflictions = MatchingAfflictions;
matchingAfflictions.Clear(); matchingAfflictions.Clear();
matchingAfflictions.AddRange(afflictions.Keys); matchingAfflictions.AddRange(afflictions.Keys);
ReduceMatchingAfflictions(amount, treatmentAction); ReduceMatchingAfflictions(matchingAfflictions, amount, treatmentAction);
} }
public void ReduceAfflictionOnAllLimbs(Identifier afflictionIdOrType, float amount, ActionType? treatmentAction = null, Character attacker = null) public void ReduceAfflictionOnAllLimbs(Identifier afflictionIdOrType, float amount, ActionType? treatmentAction = null, Character attacker = null)
{ {
if (afflictionIdOrType.IsEmpty) { throw new ArgumentException($"{nameof(afflictionIdOrType)} is empty"); } if (afflictionIdOrType.IsEmpty) { throw new ArgumentException($"{nameof(afflictionIdOrType)} is empty"); }
var matchingAfflictions = MatchingAfflictions;
matchingAfflictions.Clear(); matchingAfflictions.Clear();
foreach (var affliction in afflictions) foreach (var affliction in afflictions)
{ {
@@ -564,7 +571,7 @@ namespace Barotrauma
} }
} }
ReduceMatchingAfflictions(amount, treatmentAction, attacker); ReduceMatchingAfflictions(matchingAfflictions, amount, treatmentAction, attacker);
} }
private IEnumerable<Affliction> GetAfflictionsForLimb(Limb targetLimb) private IEnumerable<Affliction> GetAfflictionsForLimb(Limb targetLimb)
@@ -574,10 +581,11 @@ namespace Barotrauma
{ {
if (targetLimb is null) { throw new ArgumentNullException(nameof(targetLimb)); } if (targetLimb is null) { throw new ArgumentNullException(nameof(targetLimb)); }
var matchingAfflictions = MatchingAfflictions;
matchingAfflictions.Clear(); matchingAfflictions.Clear();
matchingAfflictions.AddRange(GetAfflictionsForLimb(targetLimb)); matchingAfflictions.AddRange(GetAfflictionsForLimb(targetLimb));
ReduceMatchingAfflictions(amount, treatmentAction); ReduceMatchingAfflictions(matchingAfflictions, amount, treatmentAction);
} }
public void ReduceAfflictionOnLimb(Limb targetLimb, Identifier afflictionIdOrType, float amount, ActionType? treatmentAction = null, Character attacker = null) public void ReduceAfflictionOnLimb(Limb targetLimb, Identifier afflictionIdOrType, float amount, ActionType? treatmentAction = null, Character attacker = null)
@@ -585,6 +593,7 @@ namespace Barotrauma
if (afflictionIdOrType.IsEmpty) { throw new ArgumentException($"{nameof(afflictionIdOrType)} is empty"); } if (afflictionIdOrType.IsEmpty) { throw new ArgumentException($"{nameof(afflictionIdOrType)} is empty"); }
if (targetLimb is null) { throw new ArgumentNullException(nameof(targetLimb)); } if (targetLimb is null) { throw new ArgumentNullException(nameof(targetLimb)); }
var matchingAfflictions = MatchingAfflictions;
matchingAfflictions.Clear(); matchingAfflictions.Clear();
var targetLimbHealth = limbHealths[targetLimb.HealthIndex]; var targetLimbHealth = limbHealths[targetLimb.HealthIndex];
foreach (var affliction in afflictions) foreach (var affliction in afflictions)
@@ -595,10 +604,10 @@ namespace Barotrauma
matchingAfflictions.Add(affliction.Key); matchingAfflictions.Add(affliction.Key);
} }
} }
ReduceMatchingAfflictions(amount, treatmentAction, attacker); ReduceMatchingAfflictions(matchingAfflictions, amount, treatmentAction, attacker);
} }
private void ReduceMatchingAfflictions(float amount, ActionType? treatmentAction, Character attacker = null) private void ReduceMatchingAfflictions(List<Affliction> matchingAfflictions, float amount, ActionType? treatmentAction, Character attacker = null)
{ {
if (matchingAfflictions.Count == 0) { return; } if (matchingAfflictions.Count == 0) { return; }
@@ -686,12 +695,19 @@ namespace Barotrauma
} }
} }
private readonly static List<Affliction> afflictionsToRemove = new List<Affliction>(); // Thread-static to avoid concurrent modification when multiple characters are updated in parallel
private readonly static List<KeyValuePair<Affliction, LimbHealth>> afflictionsToUpdate = new List<KeyValuePair<Affliction, LimbHealth>>(); [ThreadStatic]
private static List<Affliction> t_afflictionsToRemove;
[ThreadStatic]
private static List<KeyValuePair<Affliction, LimbHealth>> t_afflictionsToUpdate;
private static List<Affliction> AfflictionsToRemove => t_afflictionsToRemove ??= new List<Affliction>();
private static List<KeyValuePair<Affliction, LimbHealth>> AfflictionsToUpdate => t_afflictionsToUpdate ??= new List<KeyValuePair<Affliction, LimbHealth>>();
public void SetAllDamage(float damageAmount, float bleedingDamageAmount, float burnDamageAmount) public void SetAllDamage(float damageAmount, float bleedingDamageAmount, float burnDamageAmount)
{ {
if (Unkillable || Character.GodMode) { return; } if (Unkillable || Character.GodMode) { return; }
var afflictionsToRemove = AfflictionsToRemove;
afflictionsToRemove.Clear(); afflictionsToRemove.Clear();
afflictionsToRemove.AddRange(afflictions.Keys.Where(a => afflictionsToRemove.AddRange(afflictions.Keys.Where(a =>
a.Prefab.AfflictionType == AfflictionPrefab.InternalDamage.AfflictionType || a.Prefab.AfflictionType == AfflictionPrefab.InternalDamage.AfflictionType ||
@@ -699,14 +715,14 @@ namespace Barotrauma
a.Prefab.AfflictionType == AfflictionPrefab.Bleeding.AfflictionType)); a.Prefab.AfflictionType == AfflictionPrefab.Bleeding.AfflictionType));
foreach (var affliction in afflictionsToRemove) foreach (var affliction in afflictionsToRemove)
{ {
afflictions.Remove(affliction); afflictions.TryRemove(affliction, out _);
} }
foreach (LimbHealth limbHealth in limbHealths) foreach (LimbHealth limbHealth in limbHealths)
{ {
if (damageAmount > 0.0f) { afflictions.Add(AfflictionPrefab.InternalDamage.Instantiate(damageAmount), limbHealth); } if (damageAmount > 0.0f) { afflictions.TryAdd(AfflictionPrefab.InternalDamage.Instantiate(damageAmount), limbHealth); }
if (bleedingDamageAmount > 0.0f && DoesBleed) { afflictions.Add(AfflictionPrefab.Bleeding.Instantiate(bleedingDamageAmount), limbHealth); } if (bleedingDamageAmount > 0.0f && DoesBleed) { afflictions.TryAdd(AfflictionPrefab.Bleeding.Instantiate(bleedingDamageAmount), limbHealth); }
if (burnDamageAmount > 0.0f) { afflictions.Add(AfflictionPrefab.Burn.Instantiate(burnDamageAmount), limbHealth); } if (burnDamageAmount > 0.0f) { afflictions.TryAdd(AfflictionPrefab.Burn.Instantiate(burnDamageAmount), limbHealth); }
} }
RecalculateVitality(); RecalculateVitality();
@@ -742,26 +758,28 @@ namespace Barotrauma
public void RemoveAfflictions(Func<Affliction, bool> predicate) public void RemoveAfflictions(Func<Affliction, bool> predicate)
{ {
var afflictionsToRemove = AfflictionsToRemove;
afflictionsToRemove.Clear(); afflictionsToRemove.Clear();
afflictionsToRemove.AddRange(afflictions.Keys.Where(affliction => predicate(affliction))); afflictionsToRemove.AddRange(afflictions.Keys.Where(affliction => predicate(affliction)));
foreach (var affliction in afflictionsToRemove) foreach (var affliction in afflictionsToRemove)
{ {
afflictions.Remove(affliction); afflictions.TryRemove(affliction, out _);
} }
CalculateVitality(); CalculateVitality();
} }
public void RemoveAllAfflictions() public void RemoveAllAfflictions()
{ {
var afflictionsToRemove = AfflictionsToRemove;
afflictionsToRemove.Clear(); afflictionsToRemove.Clear();
afflictionsToRemove.AddRange(afflictions.Keys.Where(a => !irremovableAfflictions.Contains(a))); afflictionsToRemove.AddRange(afflictions.Keys.Where(a => !irremovableAfflictions.ContainsKey(a)));
foreach (var affliction in afflictionsToRemove) foreach (var affliction in afflictionsToRemove)
{ {
//set strength to 0 in case the affliction needs to react to becoming inactive //set strength to 0 in case the affliction needs to react to becoming inactive
affliction.Strength = 0.0f; affliction.Strength = 0.0f;
afflictions.Remove(affliction); afflictions.TryRemove(affliction, out _);
} }
foreach (Affliction affliction in irremovableAfflictions) foreach (Affliction affliction in irremovableAfflictions.Keys)
{ {
affliction.Strength = 0.0f; affliction.Strength = 0.0f;
} }
@@ -770,17 +788,18 @@ namespace Barotrauma
public void RemoveNegativeAfflictions() public void RemoveNegativeAfflictions()
{ {
var afflictionsToRemove = AfflictionsToRemove;
afflictionsToRemove.Clear(); afflictionsToRemove.Clear();
afflictionsToRemove.AddRange(afflictions.Keys.Where(a => afflictionsToRemove.AddRange(afflictions.Keys.Where(a =>
!irremovableAfflictions.Contains(a) && !irremovableAfflictions.ContainsKey(a) &&
!a.Prefab.IsBuff && !a.Prefab.IsBuff &&
a.Prefab.AfflictionType != "geneticmaterialbuff" && a.Prefab.AfflictionType != "geneticmaterialbuff" &&
a.Prefab.AfflictionType != "geneticmaterialdebuff")); a.Prefab.AfflictionType != "geneticmaterialdebuff"));
foreach (var affliction in afflictionsToRemove) foreach (var affliction in afflictionsToRemove)
{ {
afflictions.Remove(affliction); afflictions.TryRemove(affliction, out _);
} }
foreach (Affliction affliction in irremovableAfflictions) foreach (Affliction affliction in irremovableAfflictions.Keys)
{ {
affliction.Strength = 0.0f; affliction.Strength = 0.0f;
} }
@@ -883,7 +902,7 @@ namespace Barotrauma
var copyAffliction = newAffliction.Prefab.Instantiate( var copyAffliction = newAffliction.Prefab.Instantiate(
Math.Min(newAffliction.Prefab.MaxStrength, modifiedStrength), Math.Min(newAffliction.Prefab.MaxStrength, modifiedStrength),
newAffliction.Source); newAffliction.Source);
afflictions.Add(copyAffliction, limbHealth); afflictions.TryAdd(copyAffliction, limbHealth);
AchievementManager.OnAfflictionReceived(copyAffliction, Character); AchievementManager.OnAfflictionReceived(copyAffliction, Character);
MedicalClinic.OnAfflictionCountChanged(Character); MedicalClinic.OnAfflictionCountChanged(Character);
@@ -920,6 +939,8 @@ namespace Barotrauma
if (!Character.GodMode) if (!Character.GodMode)
{ {
var afflictionsToRemove = AfflictionsToRemove;
var afflictionsToUpdate = AfflictionsToUpdate;
afflictionsToRemove.Clear(); afflictionsToRemove.Clear();
afflictionsToUpdate.Clear(); afflictionsToUpdate.Clear();
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions) foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
@@ -928,7 +949,7 @@ namespace Barotrauma
if (affliction.Strength <= 0.0f) if (affliction.Strength <= 0.0f)
{ {
AchievementManager.OnAfflictionRemoved(affliction, Character); AchievementManager.OnAfflictionRemoved(affliction, Character);
if (!irremovableAfflictions.Contains(affliction)) { afflictionsToRemove.Add(affliction); } if (!irremovableAfflictions.ContainsKey(affliction)) { afflictionsToRemove.Add(affliction); }
continue; continue;
} }
if (affliction.Prefab.Duration > 0.0f) if (affliction.Prefab.Duration > 0.0f)
@@ -966,7 +987,7 @@ namespace Barotrauma
foreach (var affliction in afflictionsToRemove) foreach (var affliction in afflictionsToRemove)
{ {
afflictions.Remove(affliction); afflictions.TryRemove(affliction, out _);
} }
if (afflictionsToRemove.Count is not 0) if (afflictionsToRemove.Count is not 0)
@@ -1214,9 +1235,14 @@ namespace Barotrauma
return (causeOfDeath, strongestAffliction); return (causeOfDeath, strongestAffliction);
} }
private readonly List<Affliction> allAfflictions = new List<Affliction>(); // Thread-static to avoid concurrent modification in parallel item updates
[ThreadStatic]
private static List<Affliction> t_allAfflictions;
private static List<Affliction> AllAfflictionsList => t_allAfflictions ??= new List<Affliction>();
private IEnumerable<Affliction> GetAllAfflictions(bool mergeSameAfflictions, Func<Affliction, bool> predicate = null) private IEnumerable<Affliction> GetAllAfflictions(bool mergeSameAfflictions, Func<Affliction, bool> predicate = null)
{ {
var allAfflictions = AllAfflictionsList;
allAfflictions.Clear(); allAfflictions.Clear();
if (!mergeSameAfflictions) if (!mergeSameAfflictions)
{ {
@@ -1399,10 +1425,17 @@ namespace Barotrauma
return MathHelper.Clamp(strength, 0.0f, affliction.Prefab.MaxStrength); return MathHelper.Clamp(strength, 0.0f, affliction.Prefab.MaxStrength);
} }
private readonly List<Affliction> activeAfflictions = new List<Affliction>(); // Thread-static to avoid concurrent modification in parallel updates
private readonly List<(LimbHealth limbHealth, Affliction affliction)> limbAfflictions = new List<(LimbHealth limbHealth, Affliction affliction)>(); [ThreadStatic]
private static List<Affliction> t_activeAfflictions;
[ThreadStatic]
private static List<(LimbHealth limbHealth, Affliction affliction)> t_limbAfflictions;
private static List<Affliction> ActiveAfflictionsList => t_activeAfflictions ??= new List<Affliction>();
private static List<(LimbHealth limbHealth, Affliction affliction)> LimbAfflictionsList => t_limbAfflictions ??= new List<(LimbHealth limbHealth, Affliction affliction)>();
public void ServerWrite(IWriteMessage msg) public void ServerWrite(IWriteMessage msg)
{ {
var activeAfflictions = ActiveAfflictionsList;
activeAfflictions.Clear(); activeAfflictions.Clear();
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions) foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
{ {
@@ -1428,6 +1461,7 @@ namespace Barotrauma
} }
} }
var limbAfflictions = LimbAfflictionsList;
limbAfflictions.Clear(); limbAfflictions.Clear();
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions) foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
{ {
@@ -1457,8 +1491,9 @@ namespace Barotrauma
public void Remove() public void Remove()
{ {
RemoveProjSpecific(); RemoveProjSpecific();
afflictionsToRemove.Clear(); // Clear thread-static lists to help with garbage collection
afflictionsToUpdate.Clear(); AfflictionsToRemove.Clear();
AfflictionsToUpdate.Clear();
} }
partial void RemoveProjSpecific(); partial void RemoveProjSpecific();
@@ -1533,14 +1568,14 @@ namespace Barotrauma
} }
if (afflictionPredicate != null && !afflictionPredicate.Invoke(afflictionPrefab)) { return; } if (afflictionPredicate != null && !afflictionPredicate.Invoke(afflictionPrefab)) { return; }
float strength = afflictionElement.GetAttributeFloat("strength", 0.0f); float strength = afflictionElement.GetAttributeFloat("strength", 0.0f);
var irremovableAffliction = irremovableAfflictions.FirstOrDefault(a => a.Prefab == afflictionPrefab); var irremovableAffliction = irremovableAfflictions.Keys.FirstOrDefault(a => a.Prefab == afflictionPrefab);
if (irremovableAffliction != null) if (irremovableAffliction != null)
{ {
irremovableAffliction.Strength = strength; irremovableAffliction.Strength = strength;
} }
else else
{ {
afflictions.Add(afflictionPrefab.Instantiate(strength), limbHealth); afflictions.TryAdd(afflictionPrefab.Instantiate(strength), limbHealth);
} }
} }
} }
@@ -797,16 +797,14 @@ namespace Barotrauma
return AddDamage(simPosition, afflictions, playSound); return AddDamage(simPosition, afflictions, playSound);
} }
private readonly List<DamageModifier> appliedDamageModifiers = new List<DamageModifier>(); // Thread-safe: using local variables instead of instance fields to avoid concurrent modification
private readonly List<DamageModifier> tempModifiers = new List<DamageModifier>();
private readonly List<Affliction> afflictionsCopy = new List<Affliction>();
public AttackResult AddDamage(Vector2 simPosition, IEnumerable<Affliction> afflictions, bool playSound, float damageMultiplier = 1, float penetration = 0f, Character attacker = null) public AttackResult AddDamage(Vector2 simPosition, IEnumerable<Affliction> afflictions, bool playSound, float damageMultiplier = 1, float penetration = 0f, Character attacker = null)
{ {
appliedDamageModifiers.Clear(); var appliedDamageModifiers = new List<DamageModifier>();
afflictionsCopy.Clear(); var afflictionsCopy = new List<Affliction>();
foreach (var affliction in afflictions) foreach (var affliction in afflictions)
{ {
tempModifiers.Clear(); var tempModifiers = new List<DamageModifier>();
var newAffliction = affliction; var newAffliction = affliction;
float random = Rand.Value(Rand.RandSync.Unsynced); float random = Rand.Value(Rand.RandSync.Unsynced);
bool foundMatchingModifier = false; bool foundMatchingModifier = false;
@@ -1022,13 +1020,18 @@ namespace Barotrauma
partial void UpdateProjSpecific(float deltaTime); partial void UpdateProjSpecific(float deltaTime);
private readonly List<Body> contactBodies = new List<Body>(); // Thread-static to avoid concurrent modification in parallel item updates
[ThreadStatic]
private static List<Body> t_contactBodies;
private static List<Body> ContactBodies => t_contactBodies ??= new List<Body>();
/// <summary> /// <summary>
/// Returns true if the attack successfully hit something. If the distance is not given, it will be calculated. /// Returns true if the attack successfully hit something. If the distance is not given, it will be calculated.
/// </summary> /// </summary>
public bool UpdateAttack(float deltaTime, Vector2 attackSimPos, IDamageable damageTarget, out AttackResult attackResult, float distance = -1, Limb targetLimb = null) public bool UpdateAttack(float deltaTime, Vector2 attackSimPos, IDamageable damageTarget, out AttackResult attackResult, float distance = -1, Limb targetLimb = null)
{ {
attackResult = default; attackResult = default;
var contactBodies = ContactBodies;
Vector2 simPos = ragdoll.SimplePhysicsEnabled ? character.SimPosition : SimPosition; Vector2 simPos = ragdoll.SimplePhysicsEnabled ? character.SimPosition : SimPosition;
float dist = distance > -1 ? distance : ConvertUnits.ToDisplayUnits(Vector2.Distance(simPos, attackSimPos)); float dist = distance > -1 ? distance : ConvertUnits.ToDisplayUnits(Vector2.Distance(simPos, attackSimPos));
bool wasRunning = attack.IsRunning; bool wasRunning = attack.IsRunning;
@@ -1287,7 +1290,11 @@ namespace Barotrauma
} }
} }
private readonly List<ISerializableEntity> targets = new List<ISerializableEntity>(); // Thread-static to avoid concurrent modification in parallel item updates
[ThreadStatic]
private static List<ISerializableEntity> t_statusEffectTargets;
private static List<ISerializableEntity> StatusEffectTargets => t_statusEffectTargets ??= new List<ISerializableEntity>();
public void ApplyStatusEffects(ActionType actionType, float deltaTime) public void ApplyStatusEffects(ActionType actionType, float deltaTime)
{ {
if (!statusEffects.TryGetValue(actionType, out var statusEffectList)) { return; } if (!statusEffects.TryGetValue(actionType, out var statusEffectList)) { return; }
@@ -1310,6 +1317,7 @@ namespace Barotrauma
if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) || if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters)) statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
{ {
var targets = StatusEffectTargets;
targets.Clear(); targets.Clear();
statusEffect.AddNearbyTargets(WorldPosition, targets); statusEffect.AddNearbyTargets(WorldPosition, targets);
statusEffect.Apply(actionType, deltaTime, character, targets); statusEffect.Apply(actionType, deltaTime, character, targets);
@@ -1,10 +1,12 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Globalization; using System.Globalization;
using Barotrauma.IO; using Barotrauma.IO;
using System; using System;
using System.Diagnostics; using System.Diagnostics;
using System.Linq; using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
using Barotrauma.Extensions; using Barotrauma.Extensions;
@@ -117,8 +119,9 @@ namespace Barotrauma
public virtual AnimationType AnimationType { get; protected set; } public virtual AnimationType AnimationType { get; protected set; }
/// <summary> /// <summary>
/// The cached animations of all the characters that have been loaded. /// The cached animations of all the characters that have been loaded.
/// Thread-safe cache using ConcurrentDictionary.
/// </summary> /// </summary>
private static readonly Dictionary<Identifier, Dictionary<string, AnimationParams>> allAnimations = new Dictionary<Identifier, Dictionary<string, AnimationParams>>(); private static readonly ConcurrentDictionary<Identifier, ConcurrentDictionary<string, AnimationParams>> allAnimations = new ConcurrentDictionary<Identifier, ConcurrentDictionary<string, AnimationParams>>();
[Header("Movement")] [Header("Movement")]
[Serialize(1.0f, IsPropertySaveable.Yes), Editable(DecimalCount = 2, MinValueFloat = 0, MaxValueFloat = Ragdoll.MAX_SPEED, ValueStep = 0.1f)] [Serialize(1.0f, IsPropertySaveable.Yes), Editable(DecimalCount = 2, MinValueFloat = 0, MaxValueFloat = Ragdoll.MAX_SPEED, ValueStep = 0.1f)]
@@ -244,7 +247,9 @@ namespace Barotrauma
return GetAnimParams<T>(speciesName, animSpecies, fallbackSpecies: character.Prefab.GetBaseCharacterSpeciesName(speciesName), animType, file, throwErrors); return GetAnimParams<T>(speciesName, animSpecies, fallbackSpecies: character.Prefab.GetBaseCharacterSpeciesName(speciesName), animType, file, throwErrors);
} }
private static readonly List<string> errorMessages = new List<string>(); // ThreadLocal for thread-safe error message collection during animation loading
private static readonly ThreadLocal<List<string>> errorMessagesLocal = new ThreadLocal<List<string>>(() => new List<string>());
private static List<string> errorMessages => errorMessagesLocal.Value;
private static T GetAnimParams<T>(Identifier speciesName, Identifier animSpecies, Identifier fallbackSpecies, AnimationType animType, Either<string, ContentPath> file, bool throwErrors = true) where T : AnimationParams, new() private static T GetAnimParams<T>(Identifier speciesName, Identifier animSpecies, Identifier fallbackSpecies, AnimationType animType, Either<string, ContentPath> file, bool throwErrors = true) where T : AnimationParams, new()
{ {
@@ -262,11 +267,7 @@ namespace Barotrauma
} }
ContentPackage contentPackage = contentPath?.ContentPackage ?? CharacterPrefab.FindBySpeciesName(speciesName)?.ContentPackage; ContentPackage contentPackage = contentPath?.ContentPackage ?? CharacterPrefab.FindBySpeciesName(speciesName)?.ContentPackage;
Debug.Assert(contentPackage != null); Debug.Assert(contentPackage != null);
if (!allAnimations.TryGetValue(speciesName, out Dictionary<string, AnimationParams> animations)) var animations = allAnimations.GetOrAdd(speciesName, _ => new ConcurrentDictionary<string, AnimationParams>());
{
animations = new Dictionary<string, AnimationParams>();
allAnimations.Add(speciesName, animations);
}
string key = fileName ?? contentPath?.Value ?? GetDefaultFileName(animSpecies, animType); string key = fileName ?? contentPath?.Value ?? GetDefaultFileName(animSpecies, animType);
if (animations.TryGetValue(key, out AnimationParams anim) && anim.AnimationType == animType) if (animations.TryGetValue(key, out AnimationParams anim) && anim.AnimationType == animType)
{ {
@@ -418,16 +419,12 @@ namespace Barotrauma
{ {
throw new Exception("Cannot create an animation file of type " + animationType); throw new Exception("Cannot create an animation file of type " + animationType);
} }
if (!allAnimations.TryGetValue(speciesName, out Dictionary<string, AnimationParams> anims)) var anims = allAnimations.GetOrAdd(speciesName, _ => new ConcurrentDictionary<string, AnimationParams>());
{
anims = new Dictionary<string, AnimationParams>();
allAnimations.Add(speciesName, anims);
}
string fileName = IO.Path.GetFileNameWithoutExtension(fullPath); string fileName = IO.Path.GetFileNameWithoutExtension(fullPath);
if (anims.ContainsKey(fileName)) if (anims.ContainsKey(fileName))
{ {
DebugConsole.NewMessage($"[AnimationParams] Removing the old animation of type {animationType}.", Color.Red); DebugConsole.NewMessage($"[AnimationParams] Removing the old animation of type {animationType}.", Color.Red);
anims.Remove(fileName); anims.TryRemove(fileName, out _);
} }
var instance = new T(); var instance = new T();
XElement animationElement = new XElement(GetDefaultFileName(speciesName, animationType), new XAttribute("animationtype", animationType.ToString())); XElement animationElement = new XElement(GetDefaultFileName(speciesName, animationType), new XAttribute("animationtype", animationType.ToString()));
@@ -439,7 +436,7 @@ namespace Barotrauma
instance.IsLoaded = instance.Deserialize(animationElement); instance.IsLoaded = instance.Deserialize(animationElement);
instance.Save(); instance.Save();
instance.Load(contentPath, speciesName); instance.Load(contentPath, speciesName);
anims.Add(fileName, instance); anims.TryAdd(fileName, instance);
DebugConsole.NewMessage($"[AnimationParams] New animation file of type {animationType} created.", Color.GhostWhite); DebugConsole.NewMessage($"[AnimationParams] New animation file of type {animationType} created.", Color.GhostWhite);
return instance; return instance;
} }
@@ -467,17 +464,14 @@ namespace Barotrauma
{ {
// Update the key by removing and re-adding the animation. // Update the key by removing and re-adding the animation.
string fileName = FileNameWithoutExtension; string fileName = FileNameWithoutExtension;
if (allAnimations.TryGetValue(SpeciesName, out Dictionary<string, AnimationParams> animations)) if (allAnimations.TryGetValue(SpeciesName, out ConcurrentDictionary<string, AnimationParams> animations))
{ {
animations.Remove(fileName); animations.TryRemove(fileName, out _);
} }
base.UpdatePath(newPath); base.UpdatePath(newPath);
if (animations != null) if (animations != null)
{ {
if (!animations.ContainsKey(fileName)) animations.TryAdd(fileName, this);
{
animations.Add(fileName, this);
}
} }
} }
} }
@@ -1,5 +1,6 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Xml.Linq; using System.Xml.Linq;
@@ -124,8 +125,9 @@ namespace Barotrauma
/// key1: Species name /// key1: Species name
/// key2: File path /// key2: File path
/// value: Ragdoll parameters /// value: Ragdoll parameters
/// Thread-safe cache using ConcurrentDictionary.
/// </summary> /// </summary>
private static readonly Dictionary<Identifier, Dictionary<string, RagdollParams>> allRagdolls = new Dictionary<Identifier, Dictionary<string, RagdollParams>>(); private static readonly ConcurrentDictionary<Identifier, ConcurrentDictionary<string, RagdollParams>> allRagdolls = new ConcurrentDictionary<Identifier, ConcurrentDictionary<string, RagdollParams>>();
public List<ColliderParams> Colliders { get; private set; } = new List<ColliderParams>(); public List<ColliderParams> Colliders { get; private set; } = new List<ColliderParams>();
public List<LimbParams> Limbs { get; private set; } = new List<LimbParams>(); public List<LimbParams> Limbs { get; private set; } = new List<LimbParams>();
@@ -222,11 +224,7 @@ namespace Barotrauma
Debug.Assert(!fileName.IsNullOrWhiteSpace() || !contentPath.IsNullOrWhiteSpace()); Debug.Assert(!fileName.IsNullOrWhiteSpace() || !contentPath.IsNullOrWhiteSpace());
} }
Debug.Assert(contentPackage != null); Debug.Assert(contentPackage != null);
if (!allRagdolls.TryGetValue(speciesName, out Dictionary<string, RagdollParams> ragdolls)) var ragdolls = allRagdolls.GetOrAdd(speciesName, _ => new ConcurrentDictionary<string, RagdollParams>());
{
ragdolls = new Dictionary<string, RagdollParams>();
allRagdolls.Add(speciesName, ragdolls);
}
string key = fileName ?? contentPath?.Value ?? GetDefaultFileName(ragdollSpecies); string key = fileName ?? contentPath?.Value ?? GetDefaultFileName(ragdollSpecies);
if (ragdolls.TryGetValue(key, out RagdollParams ragdoll)) if (ragdolls.TryGetValue(key, out RagdollParams ragdoll))
{ {
@@ -331,10 +329,10 @@ namespace Barotrauma
if (allRagdolls.ContainsKey(speciesName)) if (allRagdolls.ContainsKey(speciesName))
{ {
DebugConsole.NewMessage($"[RagdollParams] Removing the old ragdolls from {speciesName}.", Color.Red); DebugConsole.NewMessage($"[RagdollParams] Removing the old ragdolls from {speciesName}.", Color.Red);
allRagdolls.Remove(speciesName); allRagdolls.TryRemove(speciesName, out _);
} }
var ragdolls = new Dictionary<string, RagdollParams>(); var ragdolls = new ConcurrentDictionary<string, RagdollParams>();
allRagdolls.Add(speciesName, ragdolls); allRagdolls.TryAdd(speciesName, ragdolls);
var instance = new T var instance = new T
{ {
doc = new XDocument(mainElement) doc = new XDocument(mainElement)
@@ -345,7 +343,7 @@ namespace Barotrauma
instance.IsLoaded = instance.Deserialize(mainElement); instance.IsLoaded = instance.Deserialize(mainElement);
instance.Save(); instance.Save();
instance.Load(contentPath, speciesName); instance.Load(contentPath, speciesName);
ragdolls.Add(instance.FileNameWithoutExtension, instance); ragdolls.TryAdd(instance.FileNameWithoutExtension, instance);
DebugConsole.NewMessage("[RagdollParams] New default ragdoll params successfully created at " + fullPath, Color.NavajoWhite); DebugConsole.NewMessage("[RagdollParams] New default ragdoll params successfully created at " + fullPath, Color.NavajoWhite);
return instance; return instance;
} }
@@ -362,17 +360,14 @@ namespace Barotrauma
{ {
// Update the key by removing and re-adding the ragdoll. // Update the key by removing and re-adding the ragdoll.
string fileName = FileNameWithoutExtension; string fileName = FileNameWithoutExtension;
if (allRagdolls.TryGetValue(SpeciesName, out Dictionary<string, RagdollParams> ragdolls)) if (allRagdolls.TryGetValue(SpeciesName, out ConcurrentDictionary<string, RagdollParams> ragdolls))
{ {
ragdolls.Remove(fileName); ragdolls.TryRemove(fileName, out _);
} }
base.UpdatePath(fullPath); base.UpdatePath(fullPath);
if (ragdolls != null) if (ragdolls != null)
{ {
if (!ragdolls.ContainsKey(fileName)) ragdolls.TryAdd(fileName, this);
{
ragdolls.Add(fileName, this);
}
} }
} }
} }
@@ -1,6 +1,8 @@
using Barotrauma.Abilities; using Barotrauma.Abilities;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading;
namespace Barotrauma namespace Barotrauma
{ {
@@ -72,7 +74,9 @@ namespace Barotrauma
} }
} }
private static readonly HashSet<Identifier> checkedNonStackableTalents = new(); // ThreadLocal for thread-safe talent checking
private static readonly ThreadLocal<HashSet<Identifier>> checkedNonStackableTalentsLocal = new ThreadLocal<HashSet<Identifier>>(() => new HashSet<Identifier>());
private static HashSet<Identifier> checkedNonStackableTalents => checkedNonStackableTalentsLocal.Value;
/// <summary> /// <summary>
/// Checks talents for a given AbilityObject taking into account non-stackable talents. /// Checks talents for a given AbilityObject taking into account non-stackable talents.
@@ -1,4 +1,4 @@
using System.Xml.Linq; using System.Xml.Linq;
namespace Barotrauma namespace Barotrauma
{ {
@@ -21,7 +21,7 @@ namespace Barotrauma
var npcConversationCollection = new NPCConversationCollection(this, mainElement); var npcConversationCollection = new NPCConversationCollection(this, mainElement);
if (!NPCConversationCollection.Collections.ContainsKey(npcConversationCollection.Language)) if (!NPCConversationCollection.Collections.ContainsKey(npcConversationCollection.Language))
{ {
NPCConversationCollection.Collections.Add(npcConversationCollection.Language, new PrefabCollection<NPCConversationCollection>()); NPCConversationCollection.Collections.TryAdd(npcConversationCollection.Language, new PrefabCollection<NPCConversationCollection>());
} }
NPCConversationCollection.Collections[npcConversationCollection.Language].Add(npcConversationCollection, allowOverriding); NPCConversationCollection.Collections[npcConversationCollection.Language].Add(npcConversationCollection, allowOverriding);
} }
@@ -1478,7 +1478,7 @@ namespace Barotrauma
newItemName = args[2]; newItemName = args[2];
} }
var oldItem = Item.ItemList.FindAll(it => it.Name == args[0]).ElementAtOrDefault(itemIndex); var oldItem = Item.ItemList.Where(it => it.Name == args[0]).ElementAtOrDefault(itemIndex);
if (oldItem == null) if (oldItem == null)
{ {
ThrowError($"Could not find an item with the name {args[0]} (index {itemIndex})."); ThrowError($"Could not find an item with the name {args[0]} (index {itemIndex}).");
@@ -1852,7 +1852,7 @@ namespace Barotrauma
commands.Add(new Command("power", "power: Immediately powers up the submarine's nuclear reactor.", (string[] args) => commands.Add(new Command("power", "power: Immediately powers up the submarine's nuclear reactor.", (string[] args) =>
{ {
Item reactorItem = Item.ItemList.Find(i => i.GetComponent<Reactor>() != null); Item reactorItem = Item.ItemList.FirstOrDefault(i => i.GetComponent<Reactor>() != null);
if (reactorItem == null) { return; } if (reactorItem == null) { return; }
var reactor = reactorItem.GetComponent<Reactor>(); var reactor = reactorItem.GetComponent<Reactor>();
@@ -3230,7 +3230,7 @@ namespace Barotrauma
if (args.Length > spawnLocationIndex + 1) if (args.Length > spawnLocationIndex + 1)
{ {
if (!int.TryParse(args[spawnLocationIndex + 1], NumberStyles.Any, CultureInfo.InvariantCulture, out amount)) { amount = 1; } if (!int.TryParse(args[spawnLocationIndex + 1], NumberStyles.Any, CultureInfo.InvariantCulture, out amount)) { amount = 1; }
amount = Math.Min(amount, 100); amount = Math.Min(amount, 100000);
} }
if (args.Length > spawnLocationIndex + 2) if (args.Length > spawnLocationIndex + 2)
@@ -1,7 +1,8 @@
using Barotrauma.Networking; using Barotrauma.Networking;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Generic; using System.Collections.Immutable;
using System.Threading;
namespace Barotrauma namespace Barotrauma
{ {
@@ -10,11 +11,22 @@ namespace Barotrauma
/// </summary> /// </summary>
class UnlockPathAction : EventAction class UnlockPathAction : EventAction
{ {
private static readonly HashSet<LocationConnection> pathsUnlockedThisRound = new HashSet<LocationConnection>(); private static volatile ImmutableHashSet<LocationConnection> _pathsUnlockedThisRound =
ImmutableHashSet<LocationConnection>.Empty;
public static void ResetPathsUnlockedThisRound() public static void ResetPathsUnlockedThisRound()
{ {
pathsUnlockedThisRound.Clear(); _pathsUnlockedThisRound = ImmutableHashSet<LocationConnection>.Empty;
}
private static void AddUnlockedPath(LocationConnection connection)
{
ImmutableHashSet<LocationConnection> original, updated;
do
{
original = _pathsUnlockedThisRound;
updated = original.Add(connection);
} while (Interlocked.CompareExchange(ref _pathsUnlockedThisRound, updated, original) != original);
} }
public UnlockPathAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { } public UnlockPathAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
@@ -40,7 +52,7 @@ namespace Barotrauma
{ {
if (!connection.Locked) { continue; } if (!connection.Locked) { continue; }
connection.Locked = false; connection.Locked = false;
pathsUnlockedThisRound.Add(connection); AddUnlockedPath(connection);
#if SERVER #if SERVER
NotifyUnlock(connection); NotifyUnlock(connection);
#else #else
@@ -61,7 +73,7 @@ namespace Barotrauma
#if SERVER #if SERVER
public static void NotifyPathsUnlockedThisRound(Client client) public static void NotifyPathsUnlockedThisRound(Client client)
{ {
foreach (LocationConnection connection in pathsUnlockedThisRound) foreach (LocationConnection connection in _pathsUnlockedThisRound)
{ {
NotifyUnlock(connection, client); NotifyUnlock(connection, client);
} }
@@ -3,8 +3,11 @@ using Barotrauma.Items.Components;
using FarseerPhysics; using FarseerPhysics;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq; using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
namespace Barotrauma namespace Barotrauma
@@ -43,7 +46,7 @@ namespace Barotrauma
private Level level; private Level level;
private readonly List<Sprite> preloadedSprites = new List<Sprite>(); private volatile ImmutableList<Sprite> _preloadedSprites = ImmutableList<Sprite>.Empty;
//The "intensity" of the current situation (a value between 0.0 - 1.0). //The "intensity" of the current situation (a value between 0.0 - 1.0).
//High when a disaster has struck, low when nothing special is going on. //High when a disaster has struck, low when nothing special is going on.
@@ -83,14 +86,18 @@ namespace Barotrauma
private float crewAwayResetTimer; private float crewAwayResetTimer;
private float crewAwayDuration; private float crewAwayDuration;
private readonly List<EventSet> pendingEventSets = new List<EventSet>(); // volatile + ImmutableCollections
private volatile ImmutableList<EventSet> _pendingEventSets = ImmutableList<EventSet>.Empty;
private readonly Dictionary<EventSet, List<Event>> selectedEvents = new Dictionary<EventSet, List<Event>>(); private volatile ImmutableDictionary<EventSet, ImmutableList<Event>> _selectedEvents =
ImmutableDictionary<EventSet, ImmutableList<Event>>.Empty;
private readonly List<Event> activeEvents = new List<Event>(); private volatile ImmutableList<Event> _activeEvents = ImmutableList<Event>.Empty;
private readonly HashSet<Event> finishedEvents = new HashSet<Event>(); private volatile ImmutableHashSet<Event> _finishedEvents = ImmutableHashSet<Event>.Empty;
private readonly HashSet<Identifier> nonRepeatableEvents = new HashSet<Identifier>(); private volatile ImmutableHashSet<Identifier> _nonRepeatableEvents = ImmutableHashSet<Identifier>.Empty;
private volatile ImmutableQueue<Action> _deferredActions = ImmutableQueue<Action>.Empty;
#if DEBUG && SERVER #if DEBUG && SERVER
@@ -112,10 +119,10 @@ namespace Barotrauma
public IEnumerable<Event> ActiveEvents public IEnumerable<Event> ActiveEvents
{ {
get { return activeEvents; } get { return _activeEvents; }
} }
public readonly Queue<Event> QueuedEvents = new Queue<Event>(); public readonly ConcurrentQueue<Event> QueuedEvents = new ConcurrentQueue<Event>();
public readonly Queue<Identifier> QueuedEventsForNextRound = new Queue<Identifier>(); public readonly Queue<Identifier> QueuedEventsForNextRound = new Queue<Identifier>();
@@ -131,8 +138,8 @@ namespace Barotrauma
} }
} }
private readonly List<TimeStamp> timeStamps = new List<TimeStamp>(); private volatile ImmutableList<TimeStamp> _timeStamps = ImmutableList<TimeStamp>.Empty;
public void AddTimeStamp(Event e) => timeStamps.Add(new TimeStamp(e)); public void AddTimeStamp(Event e) => AtomicUpdate(ref _timeStamps, list => list.Add(new TimeStamp(e)));
public readonly EventLog EventLog = new EventLog(); public readonly EventLog EventLog = new EventLog();
@@ -143,6 +150,72 @@ namespace Barotrauma
public bool Enabled = true; public bool Enabled = true;
private static T AtomicUpdate<T>(ref T location, Func<T, T> updateFunc) where T : class
{
T original, updated;
do
{
original = Volatile.Read(ref location);
updated = updateFunc(original);
} while (Interlocked.CompareExchange(ref location, updated, original) != original);
return updated;
}
// activeEvents
private void AddActiveEvent(Event ev) => AtomicUpdate(ref _activeEvents, list => list.Add(ev));
private void ClearActiveEvents() => _activeEvents = ImmutableList<Event>.Empty;
// pendingEventSets
private void AddPendingEventSet(EventSet eventSet) =>
AtomicUpdate(ref _pendingEventSets, list => list.Contains(eventSet) ? list : list.Add(eventSet));
private void RemovePendingEventSetAt(int index) =>
AtomicUpdate(ref _pendingEventSets, list => index < list.Count ? list.RemoveAt(index) : list);
private void ClearPendingEventSets() => _pendingEventSets = ImmutableList<EventSet>.Empty;
// selectedEvents
private void AddSelectedEvent(EventSet eventSet, Event ev) =>
AtomicUpdate(ref _selectedEvents, dict =>
{
var currentList = dict.GetValueOrDefault(eventSet, ImmutableList<Event>.Empty);
return dict.SetItem(eventSet, currentList.Add(ev));
});
private void RemoveSelectedEventSet(EventSet eventSet) =>
AtomicUpdate(ref _selectedEvents, dict => dict.Remove(eventSet));
private void ClearSelectedEvents() =>
_selectedEvents = ImmutableDictionary<EventSet, ImmutableList<Event>>.Empty;
private ImmutableList<Event> GetSelectedEvents(EventSet eventSet) =>
_selectedEvents.GetValueOrDefault(eventSet, ImmutableList<Event>.Empty);
private bool HasSelectedEvents(EventSet eventSet) => _selectedEvents.ContainsKey(eventSet);
// finishedEvents
private void AddFinishedEvent(Event ev) => AtomicUpdate(ref _finishedEvents, set => set.Add(ev));
private void ClearFinishedEvents() => _finishedEvents = ImmutableHashSet<Event>.Empty;
private bool IsEventFinished(Event ev) => _finishedEvents.Contains(ev);
// nonRepeatableEvents
private void AddNonRepeatableEvent(Identifier id) => AtomicUpdate(ref _nonRepeatableEvents, set => set.Add(id));
private void ClearNonRepeatableEvents() => _nonRepeatableEvents = ImmutableHashSet<Identifier>.Empty;
// preloadedSprites
private void AddPreloadedSprite(Sprite sprite) => AtomicUpdate(ref _preloadedSprites, list => list.Add(sprite));
private void ClearPreloadedSprites()
{
var sprites = Interlocked.Exchange(ref _preloadedSprites, ImmutableList<Sprite>.Empty);
foreach (var s in sprites) { s.Remove(); }
}
// timeStamps
private void ClearTimeStamps() => _timeStamps = ImmutableList<TimeStamp>.Empty;
private void EnqueueDeferredAction(Action action) =>
AtomicUpdate(ref _deferredActions, queue => queue.Enqueue(action));
private void ProcessDeferredActions()
{
var actions = Interlocked.Exchange(ref _deferredActions, ImmutableQueue<Action>.Empty);
foreach (var action in actions) { action(); }
}
private MTRandom random; private MTRandom random;
public int RandomSeed { get; private set; } public int RandomSeed { get; private set; }
@@ -152,15 +225,15 @@ namespace Barotrauma
if (isClient) { return; } if (isClient) { return; }
timeStamps.Clear(); ClearTimeStamps();
pendingEventSets.Clear(); ClearPendingEventSets();
selectedEvents.Clear(); ClearSelectedEvents();
activeEvents.Clear(); ClearActiveEvents();
#if SERVER #if SERVER
MissionAction.ResetMissionsUnlockedThisRound(); MissionAction.ResetMissionsUnlockedThisRound();
UnlockPathAction.ResetPathsUnlockedThisRound(); UnlockPathAction.ResetPathsUnlockedThisRound();
#endif #endif
pathFinder = new PathFinder(WayPoint.WayPointList, false); pathFinder = new PathFinder(WayPoint.WayPointList.ToList(), false);
totalPathLength = 0.0f; totalPathLength = 0.0f;
if (level != null) if (level != null)
{ {
@@ -235,8 +308,8 @@ namespace Barotrauma
void AddSet(EventSet eventSet) void AddSet(EventSet eventSet)
{ {
if (pendingEventSets.Contains(eventSet)) { return; } if (_pendingEventSets.Contains(eventSet)) { return; }
pendingEventSets.Add(eventSet); AddPendingEventSet(eventSet);
CreateEvents(eventSet); CreateEvents(eventSet);
} }
@@ -287,7 +360,7 @@ namespace Barotrauma
{ {
foreach (EventPrefab ep in eventSet.EventPrefabs.SelectMany(e => e.EventPrefabs)) foreach (EventPrefab ep in eventSet.EventPrefabs.SelectMany(e => e.EventPrefabs))
{ {
nonRepeatableEvents.Add(ep.Identifier); AddNonRepeatableEvent(ep.Identifier);
} }
} }
foreach (EventSet childSet in eventSet.ChildSets) foreach (EventSet childSet in eventSet.ChildSets)
@@ -332,13 +405,13 @@ namespace Barotrauma
public void ActivateEvent(Event newEvent) public void ActivateEvent(Event newEvent)
{ {
activeEvents.Add(newEvent); AddActiveEvent(newEvent);
newEvent.Init(); newEvent.Init();
} }
public void ClearEvents() public void ClearEvents()
{ {
activeEvents.Clear(); ClearActiveEvents();
} }
private void SelectSettings() private void SelectSettings()
@@ -391,7 +464,8 @@ namespace Barotrauma
public IEnumerable<ContentFile> GetFilesToPreload() public IEnumerable<ContentFile> GetFilesToPreload()
{ {
foreach (List<Event> eventList in selectedEvents.Values) var snapshot = _selectedEvents;
foreach (ImmutableList<Event> eventList in snapshot.Values)
{ {
foreach (Event ev in eventList) foreach (Event ev in eventList)
{ {
@@ -444,13 +518,13 @@ namespace Barotrauma
foreach (ContentFile file in filesToPreload) foreach (ContentFile file in filesToPreload)
{ {
file.Preload(preloadedSprites.Add); file.Preload(AddPreloadedSprite);
} }
} }
public void TriggerOnEndRoundActions() public void TriggerOnEndRoundActions()
{ {
foreach (var ev in activeEvents) foreach (var ev in _activeEvents)
{ {
(ev as ScriptedEvent)?.OnRoundEndAction?.Update(1.0f); (ev as ScriptedEvent)?.OnRoundEndAction?.Update(1.0f);
} }
@@ -458,17 +532,16 @@ namespace Barotrauma
public void EndRound() public void EndRound()
{ {
pendingEventSets.Clear(); ClearPendingEventSets();
selectedEvents.Clear(); ClearSelectedEvents();
activeEvents.Clear(); ClearActiveEvents();
QueuedEvents.Clear(); while (QueuedEvents.TryDequeue(out _)) { } // 清空 ConcurrentQueue
finishedEvents.Clear(); ClearFinishedEvents();
nonRepeatableEvents.Clear(); ClearNonRepeatableEvents();
preloadedSprites.ForEach(s => s.Remove()); ClearPreloadedSprites();
preloadedSprites.Clear();
timeStamps.Clear(); ClearTimeStamps();
pathFinder = null; pathFinder = null;
} }
@@ -484,7 +557,7 @@ namespace Barotrauma
{ {
if (registerFinishedOnly) if (registerFinishedOnly)
{ {
foreach (var finishedEvent in finishedEvents) foreach (var finishedEvent in _finishedEvents)
{ {
EventSet parentSet = finishedEvent.ParentSet; EventSet parentSet = finishedEvent.ParentSet;
if (parentSet == null) { continue; } if (parentSet == null) { continue; }
@@ -499,7 +572,7 @@ namespace Barotrauma
} }
} }
level.LevelData.EventHistory.AddRange(selectedEvents.Values level.LevelData.EventHistory.AddRange(_selectedEvents.Values
.SelectMany(v => v) .SelectMany(v => v)
.Select(e => e.Prefab.Identifier) .Select(e => e.Prefab.Identifier)
.Where(eventId => Register(eventId) && !level.LevelData.EventHistory.Contains(eventId))); .Where(eventId => Register(eventId) && !level.LevelData.EventHistory.Contains(eventId)));
@@ -509,14 +582,14 @@ namespace Barotrauma
level.LevelData.EventHistory.RemoveRange(0, level.LevelData.EventHistory.Count - MaxEventHistory); level.LevelData.EventHistory.RemoveRange(0, level.LevelData.EventHistory.Count - MaxEventHistory);
} }
} }
level.LevelData.NonRepeatableEvents.AddRange(nonRepeatableEvents.Where(eventId => Register(eventId) && !level.LevelData.NonRepeatableEvents.Contains(eventId))); level.LevelData.NonRepeatableEvents.AddRange(_nonRepeatableEvents.Where(eventId => Register(eventId) && !level.LevelData.NonRepeatableEvents.Contains(eventId)));
if (!registerFinishedOnly) if (!registerFinishedOnly)
{ {
level.LevelData.FinishedEvents.Clear(); level.LevelData.FinishedEvents.Clear();
} }
bool Register(Identifier eventId) => !registerFinishedOnly || finishedEvents.Any(fe => fe.Prefab.Identifier == eventId); bool Register(Identifier eventId) => !registerFinishedOnly || _finishedEvents.Any(fe => fe.Prefab.Identifier == eventId);
} }
public void SkipEventCooldown() public void SkipEventCooldown()
@@ -534,7 +607,7 @@ namespace Barotrauma
private void CreateEvents(EventSet eventSet) private void CreateEvents(EventSet eventSet)
{ {
selectedEvents.Remove(eventSet); RemoveSelectedEventSet(eventSet);
if (level == null) { return; } if (level == null) { return; }
if (level.LevelData.HasHuntingGrounds && eventSet.DisableInHuntingGrounds) { return; } if (level.LevelData.HasHuntingGrounds && eventSet.DisableInHuntingGrounds) { return; }
if (eventSet.Exhaustible && level.LevelData.IsEventSetExhausted(eventSet)) { return; } if (eventSet.Exhaustible && level.LevelData.IsEventSetExhausted(eventSet)) { return; }
@@ -601,11 +674,7 @@ namespace Barotrauma
if (newEvent == null) { continue; } if (newEvent == null) { continue; }
if (i < spawnPosFilter.Count) { newEvent.SpawnPosFilter = spawnPosFilter[i]; } if (i < spawnPosFilter.Count) { newEvent.SpawnPosFilter = spawnPosFilter[i]; }
DebugConsole.NewMessage($"Initialized event {newEvent}", debugOnly: true); DebugConsole.NewMessage($"Initialized event {newEvent}", debugOnly: true);
if (!selectedEvents.ContainsKey(eventSet)) AddSelectedEvent(eventSet, newEvent);
{
selectedEvents.Add(eventSet, new List<Event>());
}
selectedEvents[eventSet].Add(newEvent);
unusedEvents.Remove(subEventPrefab); unusedEvents.Remove(subEventPrefab);
} }
} }
@@ -644,11 +713,7 @@ namespace Barotrauma
var newEvent = eventPrefab.CreateInstance(RandomSeed); var newEvent = eventPrefab.CreateInstance(RandomSeed);
if (newEvent == null) { continue; } if (newEvent == null) { continue; }
if (i < spawnPosFilter.Count) { newEvent.SpawnPosFilter = spawnPosFilter[i]; } if (i < spawnPosFilter.Count) { newEvent.SpawnPosFilter = spawnPosFilter[i]; }
if (!selectedEvents.ContainsKey(eventSet)) AddSelectedEvent(eventSet, newEvent);
{
selectedEvents.Add(eventSet, new List<Event>());
}
selectedEvents[eventSet].Add(newEvent);
} }
var location = GetEventLocation(); var location = GetEventLocation();
@@ -840,9 +905,10 @@ namespace Barotrauma
if (!eventsInitialized) if (!eventsInitialized)
{ {
foreach (var eventSet in selectedEvents.Keys) var selectedSnapshot = _selectedEvents;
foreach (var eventSet in selectedSnapshot.Keys)
{ {
foreach (var ev in selectedEvents[eventSet]) foreach (var ev in selectedSnapshot[eventSet])
{ {
ev.Init(eventSet); ev.Init(eventSet);
} }
@@ -913,23 +979,25 @@ namespace Barotrauma
{ {
recheck = false; recheck = false;
//activate pending event sets that can be activated //activate pending event sets that can be activated
for (int i = pendingEventSets.Count - 1; i >= 0; i--) var pendingSnapshot = _pendingEventSets;
for (int i = pendingSnapshot.Count - 1; i >= 0; i--)
{ {
var eventSet = pendingEventSets[i]; var eventSet = pendingSnapshot[i];
if (eventCoolDown > 0.0f && !eventSet.IgnoreCoolDown) { continue; } if (eventCoolDown > 0.0f && !eventSet.IgnoreCoolDown) { continue; }
if (currentIntensity > eventThreshold && !eventSet.IgnoreIntensity) { continue; } if (currentIntensity > eventThreshold && !eventSet.IgnoreIntensity) { continue; }
if (!CanStartEventSet(eventSet)) { continue; } if (!CanStartEventSet(eventSet)) { continue; }
pendingEventSets.RemoveAt(i); RemovePendingEventSetAt(i);
if (selectedEvents.ContainsKey(eventSet)) var selectedEventsList = GetSelectedEvents(eventSet);
if (selectedEventsList.Count > 0)
{ {
//start events in this set //start events in this set
foreach (Event ev in selectedEvents[eventSet]) foreach (Event ev in selectedEventsList)
{ {
activeEvents.Add(ev); AddActiveEvent(ev);
eventThreshold = settings.DefaultEventThreshold; eventThreshold = settings.DefaultEventThreshold;
if (eventSet.TriggerEventCooldown && selectedEvents[eventSet].Any(e => e.Prefab.TriggerEventCooldown)) if (eventSet.TriggerEventCooldown && selectedEventsList.Any(e => e.Prefab.TriggerEventCooldown))
{ {
eventCoolDown = settings.EventCooldown; eventCoolDown = settings.EventCooldown;
} }
@@ -937,12 +1005,15 @@ namespace Barotrauma
{ {
ev.Finished += () => ev.Finished += () =>
{ {
pendingEventSets.Add(eventSet); EnqueueDeferredAction(() =>
{
AddPendingEventSet(eventSet);
CreateEvents(eventSet); CreateEvents(eventSet);
foreach (Event newEvent in selectedEvents[eventSet]) foreach (Event newEvent in GetSelectedEvents(eventSet))
{ {
if (!newEvent.Initialized) { newEvent.Init(eventSet); } if (!newEvent.Initialized) { newEvent.Init(eventSet); }
} }
});
}; };
} }
} }
@@ -951,37 +1022,40 @@ namespace Barotrauma
//add child event sets to pending //add child event sets to pending
foreach (EventSet childEventSet in eventSet.ChildSets) foreach (EventSet childEventSet in eventSet.ChildSets)
{ {
pendingEventSets.Add(childEventSet); AddPendingEventSet(childEventSet);
recheck = true; recheck = true;
} }
} }
} while (recheck); } while (recheck);
foreach (Event ev in activeEvents) var activeSnapshot = _activeEvents;
foreach (Event ev in activeSnapshot)
{ {
if (!ev.IsFinished) if (!ev.IsFinished)
{ {
ev.Update(deltaTime); ev.Update(deltaTime);
} }
else if (ev.Prefab != null && !finishedEvents.Any(e => e.Prefab == ev.Prefab)) else if (ev.Prefab != null && !IsEventFinished(ev))
{ {
if (level?.LevelData != null && level.LevelData.Type == LevelData.LevelType.Outpost) if (level?.LevelData != null && level.LevelData.Type == LevelData.LevelType.Outpost)
{ {
if (!level.LevelData.EventHistory.Contains(ev.Prefab.Identifier)) { level.LevelData.EventHistory.Add(ev.Prefab.Identifier); } if (!level.LevelData.EventHistory.Contains(ev.Prefab.Identifier)) { level.LevelData.EventHistory.Add(ev.Prefab.Identifier); }
} }
finishedEvents.Add(ev); AddFinishedEvent(ev);
} }
} }
if (QueuedEvents.Count > 0) if (QueuedEvents.TryDequeue(out var queuedEvent))
{ {
activeEvents.Add(QueuedEvents.Dequeue()); AddActiveEvent(queuedEvent);
} }
ProcessDeferredActions();
} }
public void EntitySpawned(Entity entity) public void EntitySpawned(Entity entity)
{ {
foreach (var ev in activeEvents) foreach (var ev in _activeEvents)
{ {
if (ev is ScriptedEvent scriptedEvent) if (ev is ScriptedEvent scriptedEvent)
{ {
@@ -3,6 +3,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.Immutable; using System.Collections.Immutable;
using System.Linq; using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
namespace Barotrauma namespace Barotrauma
@@ -60,47 +61,48 @@ namespace Barotrauma
return null; return null;
} }
#endif #endif
private static volatile ImmutableDictionary<Identifier, EventPrefab> _allEventPrefabs =
private static readonly Dictionary<Identifier, EventPrefab> AllEventPrefabs = new Dictionary<Identifier, EventPrefab>(); ImmutableDictionary<Identifier, EventPrefab>.Empty;
public static IEnumerable<EventPrefab> GetAllEventPrefabs() public static IEnumerable<EventPrefab> GetAllEventPrefabs()
{ {
return AllEventPrefabs.Values; return _allEventPrefabs.Values;
} }
/// <summary> /// <summary>
/// Finds all the event prefabs (both "normal prefabs" that exists by themselves, present in <see cref="EventPrefab.Prefabs"/>, and the ones that exists only inside child event sets), /// Finds all the event prefabs (both "normal prefabs" that exists by themselves, present in <see cref="EventPrefab.Prefabs"/>, and the ones that exists only inside child event sets),
/// and adds them to <see cref="AllEventPrefabs"/>. /// and adds them to <see cref="_allEventPrefabs"/>.
/// </summary> /// </summary>
public static void RefreshAllEventPrefabs() public static void RefreshAllEventPrefabs()
{ {
AllEventPrefabs.Clear(); var builder = ImmutableDictionary.CreateBuilder<Identifier, EventPrefab>();
foreach (var eventPrefab in EventPrefab.Prefabs) foreach (var eventPrefab in EventPrefab.Prefabs)
{ {
AllEventPrefabs.TryAdd(eventPrefab.Identifier, eventPrefab); builder.TryAdd(eventPrefab.Identifier, eventPrefab);
} }
foreach (var eventSet in Prefabs) foreach (var eventSet in Prefabs)
{ {
AddChildEventPrefabs(eventSet); AddChildEventPrefabs(eventSet, builder);
} }
Interlocked.Exchange(ref _allEventPrefabs, builder.ToImmutable());
} }
private static void AddChildEventPrefabs(EventSet set) private static void AddChildEventPrefabs(EventSet set, ImmutableDictionary<Identifier, EventPrefab>.Builder builder)
{ {
foreach (var subEventPrefabs in set.EventPrefabs) foreach (var subEventPrefabs in set.EventPrefabs)
{ {
foreach (var eventPrefab in subEventPrefabs.EventPrefabs) foreach (var eventPrefab in subEventPrefabs.EventPrefabs)
{ {
AllEventPrefabs.TryAdd(eventPrefab.Identifier, eventPrefab); builder.TryAdd(eventPrefab.Identifier, eventPrefab);
} }
} }
foreach (var childSet in set.ChildSets) { AddChildEventPrefabs(childSet); } foreach (var childSet in set.ChildSets) { AddChildEventPrefabs(childSet, builder); }
} }
public static EventPrefab GetEventPrefab(Identifier identifier) public static EventPrefab GetEventPrefab(Identifier identifier)
{ {
return AllEventPrefabs.GetValueOrDefault(identifier); return _allEventPrefabs.GetValueOrDefault(identifier);
} }
/// <summary> /// <summary>
@@ -41,7 +41,7 @@ namespace Barotrauma
protected override void InitEventSpecific(EventSet parentSet) protected override void InitEventSpecific(EventSet parentSet)
{ {
var matchingItems = Item.ItemList.FindAll(i => i.Condition > 0.0f && targetItemIdentifiers.Contains(i.Prefab.Identifier)); var matchingItems = Item.ItemList.Where(i => i.Condition > 0.0f && targetItemIdentifiers.Contains(i.Prefab.Identifier)).ToList();
int itemAmount = Rand.Range(minItemAmount, maxItemAmount, Rand.RandSync.ServerAndClient); int itemAmount = Rand.Range(minItemAmount, maxItemAmount, Rand.RandSync.ServerAndClient);
for (int i = 0; i < itemAmount; i++) for (int i = 0; i < itemAmount; i++)
{ {
@@ -111,7 +111,7 @@ namespace Barotrauma
{ {
if (!itemTag.IsEmpty) if (!itemTag.IsEmpty)
{ {
var itemsToDestroy = Item.ItemList.FindAll(it => it.Submarine?.Info.Type != SubmarineType.Player && it.HasTag(itemTag)); var itemsToDestroy = Item.ItemList.Where(it => it.Submarine?.Info.Type != SubmarineType.Player && it.HasTag(itemTag)).ToList();
if (!itemsToDestroy.Any()) if (!itemsToDestroy.Any())
{ {
DebugConsole.ThrowError($"Error in mission \"{Prefab.Identifier}\". Could not find an item with the tag \"{itemTag}\".", DebugConsole.ThrowError($"Error in mission \"{Prefab.Identifier}\". Could not find an item with the tag \"{itemTag}\".",
@@ -181,7 +181,7 @@ namespace Barotrauma
return; return;
} }
destructibleItems.Clear(); destructibleItems.Clear();
destructibleItems.AddRange(Item.ItemList.FindAll(it => it.HasTag(destructibleItemTag))); destructibleItems.AddRange(Item.ItemList.Where(it => it.HasTag(destructibleItemTag)));
if (destructibleItems.None()) if (destructibleItems.None())
{ {
DebugConsole.ThrowError($"Error in end mission \"{Prefab.Identifier}\". Could not find any destructible items with the tag \"{spawnPointTag}\".", DebugConsole.ThrowError($"Error in end mission \"{Prefab.Identifier}\". Could not find any destructible items with the tag \"{spawnPointTag}\".",
@@ -283,7 +283,7 @@ namespace Barotrauma
if (!IsClient) if (!IsClient)
{ {
PathFinder pathFinder = new PathFinder(WayPoint.WayPointList, false); PathFinder pathFinder = new PathFinder(WayPoint.WayPointList.ToList(), false);
var path = pathFinder.FindPath(ConvertUnits.ToSimUnits(patrolPos), ConvertUnits.ToSimUnits(preferredSpawnPos)); var path = pathFinder.FindPath(ConvertUnits.ToSimUnits(patrolPos), ConvertUnits.ToSimUnits(preferredSpawnPos));
if (!path.Unreachable) if (!path.Unreachable)
{ {
@@ -128,7 +128,7 @@ namespace Barotrauma
{ {
foreach (var stackedItem in item.GetStackedItems()) foreach (var stackedItem in item.GetStackedItems())
{ {
Item.DeconstructItems.Add(stackedItem); Item.MarkForDeconstruction(stackedItem);
} }
#if CLIENT #if CLIENT
HintManager.OnItemMarkedForDeconstruction(order.OrderGiver); HintManager.OnItemMarkedForDeconstruction(order.OrderGiver);
@@ -138,7 +138,7 @@ namespace Barotrauma
{ {
foreach (var stackedItem in item.GetStackedItems()) foreach (var stackedItem in item.GetStackedItems())
{ {
Item.DeconstructItems.Remove(stackedItem); Item.UnmarkForDeconstruction(stackedItem);
} }
} }
} }
@@ -1089,7 +1089,7 @@ namespace Barotrauma
//Clear the grids to allow for garbage collection //Clear the grids to allow for garbage collection
Powered.Grids.Clear(); Powered.Grids.Clear();
Powered.ChangedConnections.Clear(); Powered.ClearChangedConnections();
try try
{ {
@@ -1146,6 +1146,7 @@ namespace Barotrauma
EventManager?.EndRound(); EventManager?.EndRound();
StatusEffect.StopAll(); StatusEffect.StopAll();
AfflictionPrefab.ClearAllEffects(); AfflictionPrefab.ClearAllEffects();
PhysicsBodyQueue.Clear();
IsRunning = false; IsRunning = false;
#if CLIENT #if CLIENT
@@ -5,6 +5,7 @@ using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Joints; using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
#if CLIENT #if CLIENT
@@ -24,11 +25,8 @@ namespace Barotrauma.Items.Components
Right Right
} }
private static readonly List<DockingPort> list = new List<DockingPort>(); private static readonly ConcurrentDictionary<DockingPort, byte> _dockingPortDict = new ConcurrentDictionary<DockingPort, byte>();
public static IEnumerable<DockingPort> List public static IEnumerable<DockingPort> List => _dockingPortDict.Keys;
{
get { return list; }
}
private Sprite overlaySprite; private Sprite overlaySprite;
private float dockingState; private float dockingState;
@@ -168,7 +166,7 @@ namespace Barotrauma.Items.Components
IsActive = true; IsActive = true;
list.Add(this); _dockingPortDict.TryAdd(this, 0);
} }
public override void FlipX(bool relativeToSub) public override void FlipX(bool relativeToSub)
@@ -200,7 +198,7 @@ namespace Barotrauma.Items.Components
{ {
float closestDist = float.MaxValue; float closestDist = float.MaxValue;
DockingPort closestPort = null; DockingPort closestPort = null;
foreach (DockingPort port in list) foreach (DockingPort port in List)
{ {
if (port == this || port.item.Submarine == item.Submarine || port.IsHorizontal != IsHorizontal) { continue; } if (port == this || port.item.Submarine == item.Submarine || port.IsHorizontal != IsHorizontal) { continue; }
float xDist = Math.Abs(port.item.WorldPosition.X - item.WorldPosition.X); float xDist = Math.Abs(port.item.WorldPosition.X - item.WorldPosition.X);
@@ -532,8 +530,8 @@ namespace Barotrauma.Items.Components
wire.TryConnect(recipient, addNode: false); wire.TryConnect(recipient, addNode: false);
//Flag connections to be updated //Flag connections to be updated
Powered.ChangedConnections.Add(powerConnection); Powered.MarkConnectionChanged(powerConnection);
Powered.ChangedConnections.Add(recipient); Powered.MarkConnectionChanged(recipient);
} }
private void CreateDoorBody() private void CreateDoorBody()
@@ -1007,7 +1005,7 @@ namespace Barotrauma.Items.Components
Connection powerConnection = Item.Connections.Find(c => c.IsPower); Connection powerConnection = Item.Connections.Find(c => c.IsPower);
if (powerConnection != null) if (powerConnection != null)
{ {
Powered.ChangedConnections.Add(powerConnection); Powered.MarkConnectionChanged(powerConnection);
} }
if (doorBody != null) if (doorBody != null)
@@ -1151,7 +1149,7 @@ namespace Barotrauma.Items.Components
protected override void RemoveComponentSpecific() protected override void RemoveComponentSpecific()
{ {
base.RemoveComponentSpecific(); base.RemoveComponentSpecific();
list.Remove(this); _dockingPortDict.TryRemove(this, out _);
hulls[0]?.Remove(); hulls[0] = null; hulls[0]?.Remove(); hulls[0] = null;
hulls[1]?.Remove(); hulls[1] = null; hulls[1]?.Remove(); hulls[1] = null;
gap?.Remove(); gap = null; gap?.Remove(); gap = null;
@@ -2,6 +2,7 @@
using FarseerPhysics; using FarseerPhysics;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using FarseerPhysics.Dynamics; using FarseerPhysics.Dynamics;
@@ -14,9 +15,9 @@ namespace Barotrauma.Items.Components
{ {
partial class Door : Pickable, IDrawableComponent, IServerSerializable partial class Door : Pickable, IDrawableComponent, IServerSerializable
{ {
private static readonly HashSet<Door> doorList = new HashSet<Door>(); private static readonly ConcurrentDictionary<Door, byte> _doorDict = new ConcurrentDictionary<Door, byte>();
public static IReadOnlyCollection<Door> DoorList { get { return doorList; } } public static ICollection<Door> DoorList => _doorDict.Keys;
private Gap linkedGap; private Gap linkedGap;
private bool isOpen; private bool isOpen;
@@ -277,7 +278,7 @@ namespace Barotrauma.Items.Components
} }
IsActive = true; IsActive = true;
doorList.Add(this); _doorDict.TryAdd(this, 0);
} }
public override void OnItemLoaded() public override void OnItemLoaded()
@@ -313,13 +314,21 @@ namespace Barotrauma.Items.Components
public override void Move(Vector2 amount, bool ignoreContacts = false) public override void Move(Vector2 amount, bool ignoreContacts = false)
{ {
// Defer physics operation if in parallel context (Farseer is not thread-safe)
if (Body != null)
{
var capturedBody = Body;
var capturedNewPos = Body.SimPosition + ConvertUnits.ToSimUnits(amount);
if (ignoreContacts) if (ignoreContacts)
{ {
Body?.SetTransformIgnoreContacts(Body.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f); PhysicsBodyQueue.ExecuteOrDefer(() =>
capturedBody.SetTransformIgnoreContacts(capturedNewPos, 0.0f));
} }
else else
{ {
Body?.SetTransform(Body.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f); PhysicsBodyQueue.ExecuteOrDefer(() =>
capturedBody.SetTransform(capturedNewPos, 0.0f));
}
} }
#if CLIENT #if CLIENT
UpdateConvexHulls(); UpdateConvexHulls();
@@ -669,7 +678,7 @@ namespace Barotrauma.Items.Components
convexHull2?.Remove(); convexHull2?.Remove();
#endif #endif
doorList.Remove(this); _doorDict.TryRemove(this, out _);
} }
private bool CheckSubmarinesInDoorWay() private bool CheckSubmarinesInDoorWay()
@@ -785,13 +794,19 @@ namespace Barotrauma.Items.Components
//immediately teleport it to the correct side //immediately teleport it to the correct side
if (Math.Sign(diff) != dir) if (Math.Sign(diff) != dir)
{ {
// Defer physics operation if in parallel context (Farseer is not thread-safe)
var capturedBody = body;
if (IsHorizontal) if (IsHorizontal)
{ {
body.SetTransformIgnoreContacts(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * doorRectSimSize.Y * 2.0f), body.Rotation); Vector2 newPos = new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * doorRectSimSize.Y * 2.0f);
float rotation = body.Rotation;
PhysicsBodyQueue.ExecuteOrDefer(() => capturedBody.SetTransformIgnoreContacts(newPos, rotation));
} }
else else
{ {
body.SetTransformIgnoreContacts(new Vector2(item.SimPosition.X + dir * doorRectSimSize.X * 1.2f, body.SimPosition.Y), body.Rotation); Vector2 newPos = new Vector2(item.SimPosition.X + dir * doorRectSimSize.X * 1.2f, body.SimPosition.Y);
float rotation = body.Rotation;
PhysicsBodyQueue.ExecuteOrDefer(() => capturedBody.SetTransformIgnoreContacts(newPos, rotation));
} }
} }
@@ -3,6 +3,7 @@ using Barotrauma.Networking;
using FarseerPhysics; using FarseerPhysics;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
@@ -10,11 +11,8 @@ namespace Barotrauma.Items.Components
{ {
partial class ElectricalDischarger : Powered, IServerSerializable partial class ElectricalDischarger : Powered, IServerSerializable
{ {
private static readonly List<ElectricalDischarger> list = new List<ElectricalDischarger>(); private static readonly ConcurrentDictionary<ElectricalDischarger, byte> _dischargerDict = new ConcurrentDictionary<ElectricalDischarger, byte>();
public static IEnumerable<ElectricalDischarger> List public static IEnumerable<ElectricalDischarger> List => _dischargerDict.Keys;
{
get { return list; }
}
const int MaxNodes = 100; const int MaxNodes = 100;
const float MaxNodeDistance = 150.0f; const float MaxNodeDistance = 150.0f;
@@ -115,7 +113,7 @@ namespace Barotrauma.Items.Components
public ElectricalDischarger(Item item, ContentXElement element) : public ElectricalDischarger(Item item, ContentXElement element) :
base(item, element) base(item, element)
{ {
list.Add(this); _dischargerDict.TryAdd(this, 0);
foreach (var subElement in element.Elements()) foreach (var subElement in element.Elements())
{ {
@@ -604,7 +602,7 @@ namespace Barotrauma.Items.Components
protected override void RemoveComponentSpecific() protected override void RemoveComponentSpecific()
{ {
base.RemoveComponentSpecific(); base.RemoveComponentSpecific();
list.Remove(this); _dischargerDict.TryRemove(this, out _);
} }
public void ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData = null) public void ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData = null)
@@ -9,6 +9,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.Immutable; using System.Collections.Immutable;
using System.Linq; using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
namespace Barotrauma.Items.Components namespace Barotrauma.Items.Components
@@ -485,7 +486,10 @@ namespace Barotrauma.Items.Components
} }
else else
{ {
item.body.ResetDynamics(); // Calculate target position
Vector2 targetPos;
Submarine forceSubmarine = picker.Submarine;
Limb heldHand, arm; Limb heldHand, arm;
if (picker.Inventory.IsInLimbSlot(item, InvSlotType.LeftHand)) if (picker.Inventory.IsInLimbSlot(item, InvSlotType.LeftHand))
{ {
@@ -503,17 +507,42 @@ namespace Barotrauma.Items.Components
Vector2 diff = new Vector2( Vector2 diff = new Vector2(
(heldHand.SimPosition.X - arm.SimPosition.X) / 2f, (heldHand.SimPosition.X - arm.SimPosition.X) / 2f,
(heldHand.SimPosition.Y - arm.SimPosition.Y) / 2.5f); (heldHand.SimPosition.Y - arm.SimPosition.Y) / 2.5f);
targetPos = heldHand.SimPosition + diff;
}
else
{
targetPos = picker.SimPosition;
}
// Defer physics operations if in parallel context
if (PhysicsBodyQueue.IsInParallelContext)
{
var capturedBody = item.body;
var capturedItem = item;
var capturedTargetPos = targetPos;
var capturedForceSubmarine = forceSubmarine;
PhysicsBodyQueue.Enqueue(() =>
{
if (capturedBody.Removed || capturedItem.Removed) { return; }
capturedBody.ResetDynamics();
//we have forced the item to be in the same sub as the dropper above, //we have forced the item to be in the same sub as the dropper above,
//and are placing it to the position of the hands in "local" coordinates //and are placing it to the position of the hands in "local" coordinates
//which may be outside the sub if the character is e.g. standing half-way through the airlock //which may be outside the sub if the character is e.g. standing half-way through the airlock
// -> let's use the forceSubmarine argument ensure the item is still considered to be in the sub's coordinate space, // -> let's use the forceSubmarine argument ensure the item is still considered to be in the sub's coordinate space,
// or it will end up in a weird state and seemingly disappear // or it will end up in a weird state and seemingly disappear
item.SetTransform(heldHand.SimPosition + diff, 0.0f, forceSubmarine: picker.Submarine); capturedItem.SetTransform(capturedTargetPos, 0.0f, forceSubmarine: capturedForceSubmarine);
});
} }
else else
{ {
item.SetTransform(picker.SimPosition, 0.0f, forceSubmarine: picker.Submarine); item.body.ResetDynamics();
//we have forced the item to be in the same sub as the dropper above,
//and are placing it to the position of the hands in "local" coordinates
//which may be outside the sub if the character is e.g. standing half-way through the airlock
// -> let's use the forceSubmarine argument ensure the item is still considered to be in the sub's coordinate space,
// or it will end up in a weird state and seemingly disappear
item.SetTransform(targetPos, 0.0f, forceSubmarine: forceSubmarine);
} }
} }
} }
@@ -616,12 +645,13 @@ namespace Barotrauma.Items.Components
return CanBeAttached(user, out _); return CanBeAttached(user, out _);
} }
private static List<Item> tempOverlappingItems = new List<Item>(); private static readonly ThreadLocal<List<Item>> tempOverlappingItems = new ThreadLocal<List<Item>>(() => new List<Item>());
private bool CanBeAttached(Character user, out IEnumerable<Item> overlappingItems) private bool CanBeAttached(Character user, out IEnumerable<Item> overlappingItems)
{ {
tempOverlappingItems.Clear(); var overlapping = tempOverlappingItems.Value;
overlappingItems = tempOverlappingItems; overlapping.Clear();
overlappingItems = overlapping;
if (!attachable || !Reattachable) { return false; } if (!attachable || !Reattachable) { return false; }
//can be attached anywhere in sub editor //can be attached anywhere in sub editor
@@ -664,9 +694,9 @@ namespace Barotrauma.Items.Components
} }
if (attachPos.X + size.X < worldRect.X || attachPos.X - size.X > worldRect.Right) { continue; } if (attachPos.X + size.X < worldRect.X || attachPos.X - size.X > worldRect.Right) { continue; }
if (attachPos.Y - size.Y > worldRect.Y || attachPos.Y + size.Y < worldRect.Y - worldRect.Height) { continue; } if (attachPos.Y - size.Y > worldRect.Y || attachPos.Y + size.Y < worldRect.Y - worldRect.Height) { continue; }
tempOverlappingItems.Add(otherItem); overlapping.Add(otherItem);
} }
if (tempOverlappingItems.Any()) { return false; } if (overlapping.Any()) { return false; }
} }
//can be attached anywhere inside hulls //can be attached anywhere inside hulls
@@ -14,6 +14,12 @@ namespace Barotrauma.Items.Components
private float deattachTimer; private float deattachTimer;
/// <summary>
/// Flag to prevent multiple queued creation requests.
/// Uses volatile to ensure visibility across threads.
/// </summary>
private volatile bool triggerBodyCreationQueued;
[Serialize(1.0f, IsPropertySaveable.No, description: "How long it takes to deattach the item from the level walls (in seconds).")] [Serialize(1.0f, IsPropertySaveable.No, description: "How long it takes to deattach the item from the level walls (in seconds).")]
public float DeattachDuration public float DeattachDuration
{ {
@@ -86,13 +92,16 @@ namespace Barotrauma.Items.Components
{ {
if (trigger != null && amount.LengthSquared() > 0.00001f) if (trigger != null && amount.LengthSquared() > 0.00001f)
{ {
// Defer physics operation if in parallel context (Farseer is not thread-safe)
var capturedTrigger = trigger;
var capturedPos = item.SimPosition;
if (ignoreContacts) if (ignoreContacts)
{ {
trigger.SetTransformIgnoreContacts(item.SimPosition, 0.0f); PhysicsBodyQueue.ExecuteOrDefer(() => capturedTrigger.SetTransformIgnoreContacts(capturedPos, 0.0f));
} }
else else
{ {
trigger.SetTransform(item.SimPosition, 0.0f); PhysicsBodyQueue.ExecuteOrDefer(() => capturedTrigger.SetTransform(capturedPos, 0.0f));
} }
} }
} }
@@ -109,13 +118,29 @@ namespace Barotrauma.Items.Components
} }
else else
{ {
if (trigger == null) if (trigger == null && !triggerBodyCreationQueued)
{
// Queue the physics body creation to be processed on the main thread.
// This is necessary because physics body creation is not thread-safe
// and Update() may be called from a parallel loop.
triggerBodyCreationQueued = true;
PhysicsBodyQueue.EnqueueCreation(() =>
{
// Double-check that trigger hasn't been created yet
// (in case this was called multiple times before queue processing)
if (trigger == null && !item.Removed)
{ {
CreateTriggerBody(); CreateTriggerBody();
} }
triggerBodyCreationQueued = false;
});
}
if (trigger != null && Vector2.DistanceSquared(item.SimPosition, trigger.SimPosition) > 0.01f) if (trigger != null && Vector2.DistanceSquared(item.SimPosition, trigger.SimPosition) > 0.01f)
{ {
trigger.SetTransform(item.SimPosition, 0.0f); // Defer physics operation if in parallel context (Farseer is not thread-safe)
var capturedTrigger = trigger;
var capturedPos = item.SimPosition;
PhysicsBodyQueue.ExecuteOrDefer(() => capturedTrigger.SetTransform(capturedPos, 0.0f));
} }
IsActive = false; IsActive = false;
} }
@@ -4,6 +4,7 @@ using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts; using FarseerPhysics.Dynamics.Contacts;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.Immutable; using System.Collections.Immutable;
using System.Linq; using System.Linq;
@@ -25,7 +26,7 @@ namespace Barotrauma.Items.Components
private readonly HashSet<Entity> hitTargets = new HashSet<Entity>(); private readonly HashSet<Entity> hitTargets = new HashSet<Entity>();
private readonly Queue<Fixture> impactQueue = new Queue<Fixture>(); private readonly ConcurrentQueue<Fixture> impactQueue = new ConcurrentQueue<Fixture>();
public Character User { get; private set; } public Character User { get; private set; }
@@ -191,17 +192,16 @@ namespace Barotrauma.Items.Components
{ {
if (!item.body.Enabled) if (!item.body.Enabled)
{ {
impactQueue.Clear(); while (impactQueue.TryDequeue(out _)) { } // Clear queue
return; return;
} }
if (picker == null || !picker.HeldItems.Contains(item)) if (picker == null || !picker.HeldItems.Contains(item))
{ {
impactQueue.Clear(); while (impactQueue.TryDequeue(out _)) { } // Clear queue
IsActive = false; IsActive = false;
} }
while (impactQueue.Count > 0) while (impactQueue.TryDequeue(out var impact))
{ {
var impact = impactQueue.Dequeue();
HandleImpact(impact); HandleImpact(impact);
} }
//in case handling the impact does something to the picker //in case handling the impact does something to the picker
@@ -301,7 +301,7 @@ namespace Barotrauma.Items.Components
private void RestoreCollision() private void RestoreCollision()
{ {
impactQueue.Clear(); while (impactQueue.TryDequeue(out _)) { } // Clear queue
item.body.FarseerBody.OnCollision -= OnCollision; item.body.FarseerBody.OnCollision -= OnCollision;
item.body.CollisionCategories = Physics.CollisionItem; item.body.CollisionCategories = Physics.CollisionItem;
item.body.CollidesWith = Physics.DefaultItemCollidesWith; item.body.CollidesWith = Physics.DefaultItemCollidesWith;
@@ -4,6 +4,7 @@ using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading;
using Barotrauma.Extensions; using Barotrauma.Extensions;
using Barotrauma.MapCreatures.Behavior; using Barotrauma.MapCreatures.Behavior;
@@ -315,7 +316,7 @@ namespace Barotrauma.Items.Components
partial void UseProjSpecific(float deltaTime, Vector2 raystart); partial void UseProjSpecific(float deltaTime, Vector2 raystart);
private static readonly List<Body> hitBodies = new List<Body>(); private static readonly ThreadLocal<List<Body>> hitBodies = new ThreadLocal<List<Body>>(() => new List<Body>());
private readonly HashSet<Character> hitCharacters = new HashSet<Character>(); private readonly HashSet<Character> hitCharacters = new HashSet<Character>();
private readonly List<FireSource> fireSourcesInRange = new List<FireSource>(); private readonly List<FireSource> fireSourcesInRange = new List<FireSource>();
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies) private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
@@ -373,13 +374,13 @@ namespace Barotrauma.Items.Components
}, },
allowInsideFixture: true); allowInsideFixture: true);
hitBodies.Clear(); hitBodies.Value.Clear();
hitBodies.AddRange(bodies.Distinct()); hitBodies.Value.AddRange(bodies.Distinct());
lastPickedFraction = Submarine.LastPickedFraction; lastPickedFraction = Submarine.LastPickedFraction;
Type lastHitType = null; Type lastHitType = null;
hitCharacters.Clear(); hitCharacters.Clear();
foreach (Body body in hitBodies) foreach (Body body in hitBodies.Value)
{ {
Type bodyType = body.UserData?.GetType(); Type bodyType = body.UserData?.GetType();
if (!RepairThroughWalls && bodyType != null && bodyType != lastHitType) if (!RepairThroughWalls && bodyType != null && bodyType != lastHitType)
@@ -897,48 +898,49 @@ namespace Barotrauma.Items.Components
} }
} }
private static List<ISerializableEntity> currentTargets = new List<ISerializableEntity>(); private static readonly ThreadLocal<List<ISerializableEntity>> currentTargets = new ThreadLocal<List<ISerializableEntity>>(() => new List<ISerializableEntity>());
private void ApplyStatusEffectsOnTarget(Character user, float deltaTime, ActionType actionType, Item targetItem = null, Character character = null, Limb limb = null, Structure structure = null) private void ApplyStatusEffectsOnTarget(Character user, float deltaTime, ActionType actionType, Item targetItem = null, Character character = null, Limb limb = null, Structure structure = null)
{ {
if (statusEffectLists == null) { return; } if (statusEffectLists == null) { return; }
if (!statusEffectLists.TryGetValue(actionType, out List<StatusEffect> statusEffects)) { return; } if (!statusEffectLists.TryGetValue(actionType, out List<StatusEffect> statusEffects)) { return; }
var targets = currentTargets.Value;
foreach (StatusEffect effect in statusEffects) foreach (StatusEffect effect in statusEffects)
{ {
currentTargets.Clear(); targets.Clear();
effect.SetUser(user); effect.SetUser(user);
if (effect.HasTargetType(StatusEffect.TargetType.UseTarget)) if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
{ {
if (targetItem != null) if (targetItem != null)
{ {
currentTargets.AddRange(targetItem.AllPropertyObjects); targets.AddRange(targetItem.AllPropertyObjects);
} }
if (structure != null) if (structure != null)
{ {
currentTargets.Add(structure); targets.Add(structure);
} }
if (character != null) if (character != null)
{ {
currentTargets.Add(character); targets.Add(character);
} }
effect.Apply(actionType, deltaTime, item, currentTargets); effect.Apply(actionType, deltaTime, item, targets);
} }
else if (effect.HasTargetType(StatusEffect.TargetType.Character)) else if (effect.HasTargetType(StatusEffect.TargetType.Character))
{ {
currentTargets.Add(user); targets.Add(user);
effect.Apply(actionType, deltaTime, item, currentTargets); effect.Apply(actionType, deltaTime, item, targets);
} }
else if (effect.HasTargetType(StatusEffect.TargetType.Limb)) else if (effect.HasTargetType(StatusEffect.TargetType.Limb))
{ {
currentTargets.Add(limb); targets.Add(limb);
effect.Apply(actionType, deltaTime, item, currentTargets); effect.Apply(actionType, deltaTime, item, targets);
} }
#if CLIENT #if CLIENT
if (user == null) { return; } if (user == null) { return; }
// Hard-coded progress bars for welding doors stuck. // Hard-coded progress bars for welding doors stuck.
// A general purpose system could be better, but it would most likely require changes in the way we define the status effects in xml. // A general purpose system could be better, but it would most likely require changes in the way we define the status effects in xml.
foreach (ISerializableEntity target in currentTargets) foreach (ISerializableEntity target in targets)
{ {
if (target is not Door door) { continue; } if (target is not Door door) { continue; }
if (!door.CanBeWelded || !door.Item.IsInteractable(user)) { continue; } if (!door.CanBeWelded || !door.Item.IsInteractable(user)) { continue; }
@@ -949,7 +949,8 @@ namespace Barotrauma.Items.Components
//if any of the effects reduce the item's condition, set the user for OnBroken effects as well //if any of the effects reduce the item's condition, set the user for OnBroken effects as well
if (reducesCondition && user != null && type != ActionType.OnBroken) if (reducesCondition && user != null && type != ActionType.OnBroken)
{ {
foreach (ItemComponent ic in item.Components) // Use ToArray() snapshot for thread-safe iteration
foreach (ItemComponent ic in item.Components.ToArray())
{ {
if (ic.statusEffectLists == null || !ic.statusEffectLists.TryGetValue(ActionType.OnBroken, out List<StatusEffect> brokenEffects)) { continue; } if (ic.statusEffectLists == null || !ic.statusEffectLists.TryGetValue(ActionType.OnBroken, out List<StatusEffect> brokenEffects)) { continue; }
foreach (var brokenEffect in brokenEffects) foreach (var brokenEffect in brokenEffects)
@@ -890,7 +890,8 @@ namespace Barotrauma.Items.Components
RelatedItem containableItem = FindContainableItem(containedItem); RelatedItem containableItem = FindContainableItem(containedItem);
if (containableItem != null && containableItem.SetActive) if (containableItem != null && containableItem.SetActive)
{ {
foreach (var ic in containedItem.Components) // Use ToArray() snapshot for thread-safe iteration
foreach (var ic in containedItem.Components.ToArray())
{ {
ic.IsActive = active; ic.IsActive = active;
} }
@@ -1016,7 +1017,11 @@ namespace Barotrauma.Items.Components
if (flippedX ^ flippedY) { rotation = -rotation; } if (flippedX ^ flippedY) { rotation = -rotation; }
rotation += -item.RotationRad; rotation += -item.RotationRad;
} }
contained.Item.body.FarseerBody.SetTransformIgnoreContacts(ref simPos, rotation); // Defer physics operation if in parallel context (Farseer is not thread-safe)
var capturedBody = contained.Item.body.FarseerBody;
var capturedSimPos = simPos;
var capturedRotation = rotation;
PhysicsBodyQueue.ExecuteOrDefer(() => capturedBody.SetTransformIgnoreContacts(ref capturedSimPos, capturedRotation));
contained.Item.body.UpdateDrawPosition(interpolate: false); contained.Item.body.UpdateDrawPosition(interpolate: false);
} }
catch (Exception e) catch (Exception e)
@@ -1,17 +1,19 @@
using System.Collections.Generic; using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Xml.Linq; using System.Xml.Linq;
namespace Barotrauma.Items.Components namespace Barotrauma.Items.Components
{ {
partial class Ladder : ItemComponent partial class Ladder : ItemComponent
{ {
public static List<Ladder> List { get; } = new List<Ladder>(); private static readonly ConcurrentDictionary<Ladder, byte> _ladderDict = new ConcurrentDictionary<Ladder, byte>();
public static IEnumerable<Ladder> List => _ladderDict.Keys;
public Ladder(Item item, ContentXElement element) public Ladder(Item item, ContentXElement element)
: base(item, element) : base(item, element)
{ {
InitProjSpecific(element); InitProjSpecific(element);
List.Add(this); _ladderDict.TryAdd(this, 0);
} }
partial void InitProjSpecific(ContentXElement element); partial void InitProjSpecific(ContentXElement element);
@@ -28,7 +30,7 @@ namespace Barotrauma.Items.Components
{ {
base.RemoveComponentSpecific(); base.RemoveComponentSpecific();
RemoveProjSpecific(); RemoveProjSpecific();
List.Remove(this); _ladderDict.TryRemove(this, out _);
} }
partial void RemoveProjSpecific(); partial void RemoveProjSpecific();
@@ -8,6 +8,7 @@ using System.ComponentModel;
using System.Globalization; using System.Globalization;
using System.Linq; using System.Linq;
using System.Xml.Linq; using System.Xml.Linq;
using System.Linq;
namespace Barotrauma.Items.Components namespace Barotrauma.Items.Components
{ {
@@ -688,12 +689,14 @@ namespace Barotrauma.Items.Components
item.SendSignal(new Signal(MathHelper.ToDegrees(targetRotation).ToString("G", CultureInfo.InvariantCulture), sender: User), positionOut); item.SendSignal(new Signal(MathHelper.ToDegrees(targetRotation).ToString("G", CultureInfo.InvariantCulture), sender: User), positionOut);
for (int i = item.LastSentSignalRecipients.Count - 1; i >= 0; i--) // Use ToList() snapshot for thread-safe iteration
var signalRecipients = item.LastSentSignalRecipients.ToList();
for (int i = signalRecipients.Count - 1; i >= 0; i--)
{ {
if (item.LastSentSignalRecipients[i].Item.Condition <= 0.0f || item.LastSentSignalRecipients[i].IsPower) { continue; } if (signalRecipients[i].Item.Condition <= 0.0f || signalRecipients[i].IsPower) { continue; }
if (item.LastSentSignalRecipients[i].Item.Prefab.FocusOnSelected) if (signalRecipients[i].Item.Prefab.FocusOnSelected)
{ {
return item.LastSentSignalRecipients[i].Item; return signalRecipients[i].Item;
} }
} }
@@ -1,14 +1,17 @@
using Barotrauma.Networking; using Barotrauma.Networking;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading;
namespace Barotrauma.Items.Components namespace Barotrauma.Items.Components
{ {
partial class Sonar : Powered, IServerSerializable, IClientSerializable partial class Sonar : Powered, IServerSerializable, IClientSerializable
{ {
public static List<Sonar> SonarList = new List<Sonar>(); private static readonly ConcurrentDictionary<Sonar, byte> _sonarDict = new ConcurrentDictionary<Sonar, byte>();
public static IEnumerable<Sonar> SonarList => _sonarDict.Keys;
public enum Mode public enum Mode
{ {
@@ -169,7 +172,7 @@ namespace Barotrauma.Items.Components
IsActive = true; IsActive = true;
InitProjSpecific(element); InitProjSpecific(element);
CurrentMode = Mode.Passive; CurrentMode = Mode.Passive;
SonarList.Add(this); _sonarDict.TryAdd(this, 0);
} }
partial void InitProjSpecific(ContentXElement element); partial void InitProjSpecific(ContentXElement element);
@@ -291,13 +294,15 @@ namespace Barotrauma.Items.Components
return currentPingIndex != -1 && (character == null || characterUsable); return currentPingIndex != -1 && (character == null || characterUsable);
} }
private static readonly Dictionary<string, List<Character>> targetGroups = new Dictionary<string, List<Character>>(); private static readonly ThreadLocal<Dictionary<string, List<Character>>> targetGroups =
new ThreadLocal<Dictionary<string, List<Character>>>(() => new Dictionary<string, List<Character>>());
public override bool CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective) public override bool CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
{ {
if (currentMode == Mode.Passive || !aiPingCheckPending) { return false; } if (currentMode == Mode.Passive || !aiPingCheckPending) { return false; }
foreach (List<Character> targetGroup in targetGroups.Values) var groups = targetGroups.Value;
foreach (List<Character> targetGroup in groups.Values)
{ {
targetGroup.Clear(); targetGroup.Clear();
} }
@@ -310,14 +315,14 @@ namespace Barotrauma.Items.Components
#warning This is not the best key for a dictionary. #warning This is not the best key for a dictionary.
string directionName = GetDirectionName(c.WorldPosition - item.WorldPosition).Value; string directionName = GetDirectionName(c.WorldPosition - item.WorldPosition).Value;
if (!targetGroups.ContainsKey(directionName)) if (!groups.ContainsKey(directionName))
{ {
targetGroups.Add(directionName, new List<Character>()); groups.Add(directionName, new List<Character>());
} }
targetGroups[directionName].Add(c); groups[directionName].Add(c);
} }
foreach (KeyValuePair<string, List<Character>> targetGroup in targetGroups) foreach (KeyValuePair<string, List<Character>> targetGroup in groups)
{ {
if (!targetGroup.Value.Any()) { continue; } if (!targetGroup.Value.Any()) { continue; }
string dialogTag = "DialogSonarTarget"; string dialogTag = "DialogSonarTarget";
@@ -401,7 +406,7 @@ namespace Barotrauma.Items.Components
MineralClusters = null; MineralClusters = null;
#endif #endif
SonarList.Remove(this); _sonarDict.TryRemove(this, out _);
} }
@@ -637,7 +637,7 @@ namespace Barotrauma.Items.Components
if (pathFinder == null) if (pathFinder == null)
{ {
pathFinder = new PathFinder(WayPoint.WayPointList, false) pathFinder = new PathFinder(WayPoint.WayPointList.ToList(), false)
{ {
GetNodePenalty = GetNodePenalty GetNodePenalty = GetNodePenalty
}; };
@@ -1,6 +1,7 @@
using Barotrauma.Extensions; using Barotrauma.Extensions;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Xml.Linq; using System.Xml.Linq;
@@ -13,10 +14,12 @@ namespace Barotrauma.Items.Components
private readonly HashSet<Connection> signalConnections = new HashSet<Connection>(); private readonly HashSet<Connection> signalConnections = new HashSet<Connection>();
private readonly Dictionary<Connection, bool> connectionDirty = new Dictionary<Connection, bool>(); private readonly ConcurrentDictionary<Connection, bool> connectionDirty = new ConcurrentDictionary<Connection, bool>();
//a list of connections a given connection is connected to, either directly or via other power transfer components //a list of connections a given connection is connected to, either directly or via other power transfer components
private readonly Dictionary<Connection, HashSet<Connection>> connectedRecipients = new Dictionary<Connection, HashSet<Connection>>(); //Uses ConcurrentDictionary<Connection, byte> as a thread-safe HashSet replacement
private readonly ConcurrentDictionary<Connection, ConcurrentDictionary<Connection, byte>> connectedRecipients =
new ConcurrentDictionary<Connection, ConcurrentDictionary<Connection, byte>>();
private float overloadCooldownTimer; private float overloadCooldownTimer;
private const float OverloadCooldown = 5.0f; private const float OverloadCooldown = 5.0f;
@@ -132,7 +135,7 @@ namespace Barotrauma.Items.Components
partial void InitProjectSpecific(XElement element); partial void InitProjectSpecific(XElement element);
private static readonly HashSet<PowerTransfer> recipientsToRefresh = new HashSet<PowerTransfer>(); private static readonly System.Collections.Concurrent.ConcurrentDictionary<PowerTransfer, byte> _recipientsToRefresh = new System.Collections.Concurrent.ConcurrentDictionary<PowerTransfer, byte>();
public override void UpdateBroken(float deltaTime, Camera cam) public override void UpdateBroken(float deltaTime, Camera cam)
{ {
base.UpdateBroken(deltaTime, cam); base.UpdateBroken(deltaTime, cam);
@@ -144,20 +147,21 @@ namespace Barotrauma.Items.Components
powerLoad = 0.0f; powerLoad = 0.0f;
currPowerConsumption = 0.0f; currPowerConsumption = 0.0f;
SetAllConnectionsDirty(); SetAllConnectionsDirty();
recipientsToRefresh.Clear(); _recipientsToRefresh.Clear();
foreach (HashSet<Connection> recipientList in connectedRecipients.Values) // Take snapshot for thread-safe iteration (no locks needed with ConcurrentDictionary)
foreach (var recipientDict in connectedRecipients.Values)
{ {
foreach (Connection c in recipientList) foreach (Connection c in recipientDict.Keys)
{ {
if (c.Item == item) { continue; } if (c.Item == item) { continue; }
var recipientPowerTransfer = c.Item.GetComponent<PowerTransfer>(); var recipientPowerTransfer = c.Item.GetComponent<PowerTransfer>();
if (recipientPowerTransfer != null) if (recipientPowerTransfer != null)
{ {
recipientsToRefresh.Add(recipientPowerTransfer); _recipientsToRefresh.TryAdd(recipientPowerTransfer, 0);
} }
} }
} }
foreach (PowerTransfer recipientPowerTransfer in recipientsToRefresh) foreach (PowerTransfer recipientPowerTransfer in _recipientsToRefresh.Keys)
{ {
recipientPowerTransfer.SetAllConnectionsDirty(); recipientPowerTransfer.SetAllConnectionsDirty();
recipientPowerTransfer.RefreshConnections(); recipientPowerTransfer.RefreshConnections();
@@ -304,58 +308,56 @@ namespace Barotrauma.Items.Components
protected void RefreshConnections() protected void RefreshConnections()
{ {
var connections = item.Connections; var connections = item.Connections;
foreach (Connection c in connections) if (connections == null) { return; }
// Take a snapshot of connections for thread-safe iteration
var connectionSnapshot = connections.ToList();
foreach (Connection c in connectionSnapshot)
{ {
if (!connectionDirty.ContainsKey(c)) if (!connectionDirty.TryGetValue(c, out bool isDirty))
{ {
connectionDirty[c] = true; connectionDirty[c] = true;
isDirty = true;
} }
else if (!connectionDirty[c])
if (!isDirty)
{ {
continue; continue;
} }
//find all connections that are connected to this one (directly or via another PowerTransfer) //find all connections that are connected to this one (directly or via another PowerTransfer)
HashSet<Connection> tempConnected; var tempConnected = connectedRecipients.GetOrAdd(c, _ => new ConcurrentDictionary<Connection, byte>());
if (!connectedRecipients.ContainsKey(c))
{ // Get previous recipients and clear
tempConnected = new HashSet<Connection>(); var previousRecipients = tempConnected.Keys.ToList();
connectedRecipients.Add(c, tempConnected);
}
else
{
tempConnected = connectedRecipients[c];
tempConnected.Clear(); tempConnected.Clear();
//mark all previous recipients as dirty //mark all previous recipients as dirty
foreach (Connection recipient in tempConnected) foreach (Connection recipient in previousRecipients)
{ {
var pt = recipient.Item.GetComponent<PowerTransfer>(); var pt = recipient.Item.GetComponent<PowerTransfer>();
if (pt != null) { pt.connectionDirty[recipient] = true; } if (pt != null) { pt.connectionDirty[recipient] = true; }
} }
}
tempConnected.Add(c); tempConnected.TryAdd(c, 0);
if (item.Condition > 0.0f) if (item.Condition > 0.0f)
{ {
GetConnected(c, tempConnected); GetConnected(c, tempConnected);
//go through all the PowerTransfers that we're connected to and set their connections to match the ones we just calculated //go through all the PowerTransfers that we're connected to and set their connections to match the ones we just calculated
//(no need to go through the recursive GetConnected method again) //(no need to go through the recursive GetConnected method again)
foreach (Connection recipient in tempConnected) // Take snapshot for thread-safe iteration (no locks needed)
var tempConnectedSnapshot = tempConnected.Keys.ToList();
foreach (Connection recipient in tempConnectedSnapshot)
{ {
if (recipient == c) { continue; } if (recipient == c) { continue; }
var recipientPowerTransfer = recipient.Item.GetComponent<PowerTransfer>(); var recipientPowerTransfer = recipient.Item.GetComponent<PowerTransfer>();
if (recipientPowerTransfer == null) { continue; } if (recipientPowerTransfer == null) { continue; }
if (!recipientPowerTransfer.connectedRecipients.ContainsKey(recipient))
var recipientSet = recipientPowerTransfer.connectedRecipients.GetOrAdd(recipient, _ => new ConcurrentDictionary<Connection, byte>());
recipientSet.Clear();
foreach (var connection in tempConnectedSnapshot)
{ {
recipientPowerTransfer.connectedRecipients.Add(recipient, new HashSet<Connection>()); recipientSet.TryAdd(connection, 0);
}
else
{
recipientPowerTransfer.connectedRecipients[recipient].Clear();
}
foreach (var connection in tempConnected)
{
recipientPowerTransfer.connectedRecipients[recipient].Add(connection);
} }
recipientPowerTransfer.connectionDirty[recipient] = false; recipientPowerTransfer.connectionDirty[recipient] = false;
} }
@@ -364,19 +366,20 @@ namespace Barotrauma.Items.Components
} }
} }
//Finds all the connections that can receive a signal sent into the given connection and stores them in the hashset. //Finds all the connections that can receive a signal sent into the given connection and stores them in the concurrent dictionary.
private void GetConnected(Connection c, HashSet<Connection> connected) private void GetConnected(Connection c, ConcurrentDictionary<Connection, byte> connected)
{ {
var recipients = c.Recipients; // Take snapshot for thread-safe iteration
var recipients = c.Recipients.ToList();
foreach (Connection recipient in recipients) foreach (Connection recipient in recipients)
{ {
if (recipient == null || connected.Contains(recipient)) { continue; } if (recipient == null || connected.ContainsKey(recipient)) { continue; }
Item it = recipient.Item; Item it = recipient.Item;
if (it == null || it.Condition <= 0.0f) { continue; } if (it == null || it.Condition <= 0.0f) { continue; }
connected.Add(recipient); connected.TryAdd(recipient, 0);
var powerTransfer = it.GetComponent<PowerTransfer>(); var powerTransfer = it.GetComponent<PowerTransfer>();
if (powerTransfer != null && powerTransfer.CanTransfer && powerTransfer.IsActive) if (powerTransfer != null && powerTransfer.CanTransfer && powerTransfer.IsActive)
@@ -394,10 +397,14 @@ namespace Barotrauma.Items.Components
connectionDirty[c] = true; connectionDirty[c] = true;
if (c.IsPower) if (c.IsPower)
{ {
ChangedConnections.Add(c); MarkConnectionChanged(c);
if (connectedRecipients.TryGetValue(c, out var recipients)) if (connectedRecipients.TryGetValue(c, out var recipients))
{ {
recipients.Where(c => c.IsPower).ForEach(c => ChangedConnections.Add(c)); // No lock needed - ConcurrentDictionary.Keys is thread-safe
foreach (var conn in recipients.Keys.Where(conn => conn.IsPower))
{
MarkConnectionChanged(conn);
}
} }
} }
} }
@@ -410,10 +417,14 @@ namespace Barotrauma.Items.Components
connectionDirty[connection] = true; connectionDirty[connection] = true;
if (connection.IsPower) if (connection.IsPower)
{ {
ChangedConnections.Add(connection); MarkConnectionChanged(connection);
if (connectedRecipients.TryGetValue(connection, out var recipients)) if (connectedRecipients.TryGetValue(connection, out var recipients))
{ {
recipients.Where(c => c.IsPower).ForEach(c => ChangedConnections.Add(c)); // No lock needed - ConcurrentDictionary.Keys is thread-safe
foreach (var conn in recipients.Keys.Where(conn => conn.IsPower))
{
MarkConnectionChanged(conn);
}
} }
} }
} }
@@ -452,16 +463,19 @@ namespace Barotrauma.Items.Components
public override void ReceiveSignal(Signal signal, Connection connection) public override void ReceiveSignal(Signal signal, Connection connection)
{ {
if (item.Condition <= 0.0f || connection.IsPower) { return; } if (item.Condition <= 0.0f || connection.IsPower) { return; }
if (!connectedRecipients.ContainsKey(connection)) { return; } if (!connectedRecipients.TryGetValue(connection, out var recipients)) { return; }
if (!signalConnections.Contains(connection)) { return; } if (!signalConnections.Contains(connection)) { return; }
foreach (Connection recipient in connectedRecipients[connection]) // No lock needed - ConcurrentDictionary.Keys is thread-safe
// Use ToList() snapshot for thread-safe iteration
foreach (Connection recipient in recipients.Keys.ToList())
{ {
if (recipient.Item == item || recipient.Item == signal.source) { continue; } if (recipient.Item == item || recipient.Item == signal.source) { continue; }
signal.source?.LastSentSignalRecipients.Add(recipient); signal.source?.LastSentSignalRecipients.Add(recipient);
foreach (ItemComponent ic in recipient.Item.Components) // Use ToArray() snapshot for thread-safe iteration
foreach (ItemComponent ic in recipient.Item.Components.ToArray())
{ {
//other junction boxes don't need to receive the signal in the pass-through signal connections //other junction boxes don't need to receive the signal in the pass-through signal connections
//because we relay it straight to the connected items without going through the whole chain of junction boxes //because we relay it straight to the connected items without going through the whole chain of junction boxes
@@ -471,7 +485,8 @@ namespace Barotrauma.Items.Components
if (recipient.Effects != null && signal.value != "0" && !string.IsNullOrEmpty(signal.value)) if (recipient.Effects != null && signal.value != "0" && !string.IsNullOrEmpty(signal.value))
{ {
foreach (StatusEffect effect in recipient.Effects) // Use ToArray() snapshot for thread-safe iteration
foreach (StatusEffect effect in recipient.Effects.ToArray())
{ {
recipient.Item.ApplyStatusEffect(effect, ActionType.OnUse, 1.0f); recipient.Item.ApplyStatusEffect(effect, ActionType.OnUse, 1.0f);
} }
@@ -484,7 +499,7 @@ namespace Barotrauma.Items.Components
base.RemoveComponentSpecific(); base.RemoveComponentSpecific();
connectedRecipients?.Clear(); connectedRecipients?.Clear();
connectionDirty?.Clear(); connectionDirty?.Clear();
recipientsToRefresh.Clear(); _recipientsToRefresh.Clear();
} }
} }
} }
@@ -1,4 +1,6 @@
using System; using System;
using System.Collections.Concurrent;
using System.Threading;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
@@ -62,17 +64,77 @@ namespace Barotrauma.Items.Components
protected const float UpdateInterval = (float)Timing.Step; protected const float UpdateInterval = (float)Timing.Step;
/// <summary> /// <summary>
/// List of all powered ItemComponents /// List of all powered ItemComponents (thread-safe)
/// </summary> /// </summary>
private static readonly List<Powered> poweredList = new List<Powered>(); private static readonly ConcurrentDictionary<Powered, byte> _poweredDict = new ConcurrentDictionary<Powered, byte>();
/// <summary>
/// Cached list for iteration - updated when collection changes
/// </summary>
private static volatile List<Powered> _cachedPoweredList;
private static int _poweredListVersion;
public static IEnumerable<Powered> PoweredList public static IEnumerable<Powered> PoweredList
{ {
get { return poweredList; } get
{
var cached = _cachedPoweredList;
if (cached != null) return cached;
return GetCachedPoweredList();
}
} }
public static readonly HashSet<Connection> ChangedConnections = new HashSet<Connection>(); private static List<Powered> GetCachedPoweredList()
{
var newList = _poweredDict.Keys.ToList();
_cachedPoweredList = newList;
return newList;
}
public readonly static Dictionary<int, GridInfo> Grids = new Dictionary<int, GridInfo>(); private static void InvalidatePoweredListCache()
{
_cachedPoweredList = null;
Interlocked.Increment(ref _poweredListVersion);
}
/// <summary>
/// Thread-safe set of changed connections
/// </summary>
private static readonly ConcurrentDictionary<Connection, byte> _changedConnections = new ConcurrentDictionary<Connection, byte>();
/// <summary>
/// Gets all changed connections (snapshot)
/// </summary>
public static ICollection<Connection> ChangedConnections => _changedConnections.Keys;
/// <summary>
/// Add a connection to the changed set
/// </summary>
public static void MarkConnectionChanged(Connection c)
{
_changedConnections.TryAdd(c, 0);
}
/// <summary>
/// Clear all changed connections
/// </summary>
public static void ClearChangedConnections()
{
_changedConnections.Clear();
}
/// <summary>
/// Remove a connection from the changed set
/// </summary>
public static void UnmarkConnectionChanged(Connection c)
{
_changedConnections.TryRemove(c, out _);
}
/// <summary>
/// Thread-safe grid dictionary
/// </summary>
public readonly static ConcurrentDictionary<int, GridInfo> Grids = new ConcurrentDictionary<int, GridInfo>();
/// <summary> /// <summary>
/// The amount of power currently consumed by the item. Negative values mean that the item is providing power to connected items /// The amount of power currently consumed by the item. Negative values mean that the item is providing power to connected items
@@ -209,7 +271,8 @@ namespace Barotrauma.Items.Components
public Powered(Item item, ContentXElement element) public Powered(Item item, ContentXElement element)
: base(item, element) : base(item, element)
{ {
poweredList.Add(this); _poweredDict.TryAdd(this, 0);
InvalidatePoweredListCache();
InitProjectSpecific(element); InitProjectSpecific(element);
} }
@@ -322,17 +385,20 @@ namespace Barotrauma.Items.Components
//don't use cache if there are no existing grids //don't use cache if there are no existing grids
if (Grids.Count > 0 && useCache) if (Grids.Count > 0 && useCache)
{ {
// Take a snapshot of changed connections for iteration
var changedSnapshot = ChangedConnections.ToList();
//delete all grids that were affected //delete all grids that were affected
foreach (Connection c in ChangedConnections) foreach (Connection c in changedSnapshot)
{ {
if (c.Grid != null) if (c.Grid != null)
{ {
Grids.Remove(c.Grid.ID); Grids.TryRemove(c.Grid.ID, out _);
c.Grid = null; c.Grid = null;
} }
} }
foreach (Connection c in ChangedConnections) foreach (Connection c in changedSnapshot)
{ {
//Make sure the connection grid hasn't been resolved by another connection update //Make sure the connection grid hasn't been resolved by another connection update
//Ensure the connection has other connections //Ensure the connection has other connections
@@ -346,7 +412,7 @@ namespace Barotrauma.Items.Components
else else
{ {
//Clear all grid IDs from connections //Clear all grid IDs from connections
foreach (Powered powered in poweredList) foreach (Powered powered in PoweredList)
{ {
//Only check devices with connectors //Only check devices with connectors
if (powered.powerIn != null) if (powered.powerIn != null)
@@ -361,7 +427,7 @@ namespace Barotrauma.Items.Components
Grids.Clear(); Grids.Clear();
foreach (Powered powered in poweredList) foreach (Powered powered in PoweredList)
{ {
if (powered.Item.Condition <= 0f) { continue; } if (powered.Item.Condition <= 0f) { continue; }
@@ -392,7 +458,7 @@ namespace Barotrauma.Items.Components
} }
//Clear changed connections after each update //Clear changed connections after each update
ChangedConnections.Clear(); ClearChangedConnections();
} }
private static GridInfo PropagateGrid(Connection conn) private static GridInfo PropagateGrid(Connection conn)
@@ -422,8 +488,8 @@ namespace Barotrauma.Items.Components
c.Grid = grid; c.Grid = grid;
grid.AddConnection(c); grid.AddConnection(c);
//Add on recipients //Add on recipients - use ToList() snapshot for thread-safe iteration
foreach (Connection otherC in c.Recipients) foreach (Connection otherC in c.Recipients.ToList())
{ {
//Only add valid connections //Only add valid connections
if (otherC.Grid != grid && (otherC.Grid == null || !Grids.ContainsKey(otherC.Grid.ID)) && ValidPowerConnection(c, otherC)) if (otherC.Grid != grid && (otherC.Grid == null || !Grids.ContainsKey(otherC.Grid.ID)) && ValidPowerConnection(c, otherC))
@@ -494,7 +560,7 @@ namespace Barotrauma.Items.Components
} }
//Determine if devices are adding a load or providing power, also resolve solo nodes //Determine if devices are adding a load or providing power, also resolve solo nodes
foreach (Powered powered in poweredList) foreach (Powered powered in PoweredList)
{ {
//Make voltage decay to ensure the device powers down. //Make voltage decay to ensure the device powers down.
//This only effects devices with no power input (whose voltage is set by other means, e.g. status effects from a contained battery) //This only effects devices with no power input (whose voltage is set by other means, e.g. status effects from a contained battery)
@@ -730,7 +796,8 @@ namespace Barotrauma.Items.Components
{ {
if (item.Connections != null && powerIn != null) if (item.Connections != null && powerIn != null)
{ {
foreach (Connection recipient in powerIn.Recipients) // Use ToList() snapshot for thread-safe iteration
foreach (Connection recipient in powerIn.Recipients.ToList())
{ {
if (!recipient.IsPower || !recipient.IsOutput) { continue; } if (!recipient.IsPower || !recipient.IsOutput) { continue; }
if (recipient.Item?.GetComponent<PowerContainer>() is PowerContainer battery) if (recipient.Item?.GetComponent<PowerContainer>() is PowerContainer battery)
@@ -750,13 +817,14 @@ namespace Barotrauma.Items.Components
{ {
if (c.IsPower && c.Grid != null) if (c.IsPower && c.Grid != null)
{ {
ChangedConnections.Add(c); MarkConnectionChanged(c);
} }
} }
} }
base.RemoveComponentSpecific(); base.RemoveComponentSpecific();
poweredList.Remove(this); _poweredDict.TryRemove(this, out _);
InvalidatePoweredListCache();
} }
} }
@@ -780,9 +848,9 @@ namespace Barotrauma.Items.Components
Connections.Remove(c); Connections.Remove(c);
//Remove the grid if it has no devices //Remove the grid if it has no devices
if (Connections.Count == 0 && Powered.Grids.ContainsKey(ID)) if (Connections.Count == 0)
{ {
Powered.Grids.Remove(ID); Powered.Grids.TryRemove(ID, out _);
} }
} }
@@ -5,6 +5,7 @@ using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Dynamics.Joints; using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.Immutable; using System.Collections.Immutable;
using System.Linq; using System.Linq;
@@ -72,7 +73,7 @@ namespace Barotrauma.Items.Components
public const float WaterDragCoefficient = 0.1f; public const float WaterDragCoefficient = 0.1f;
private readonly Queue<Impact> impactQueue = new Queue<Impact>(); private readonly ConcurrentQueue<Impact> impactQueue = new ConcurrentQueue<Impact>();
private bool removePending; private bool removePending;
@@ -850,9 +851,8 @@ namespace Barotrauma.Items.Components
DisableProjectileCollisions(); DisableProjectileCollisions();
} }
} }
while (impactQueue.Count > 0) while (impactQueue.TryDequeue(out var impact))
{ {
var impact = impactQueue.Dequeue();
HandleProjectileCollision(impact.Fixture, impact.Normal, impact.LinearVelocity); HandleProjectileCollision(impact.Fixture, impact.Normal, impact.LinearVelocity);
} }
@@ -457,7 +457,8 @@ namespace Barotrauma.Items.Components
item.SendSignal(conditionSignal, "condition_out"); item.SendSignal(conditionSignal, "condition_out");
foreach (var component in item.Components) // Use ToArray() snapshot for thread-safe iteration
foreach (var component in item.Components.ToArray())
{ {
if (component is IDeteriorateUnderStress deteriorateUnderStress) if (component is IDeteriorateUnderStress deteriorateUnderStress)
{ {
@@ -714,7 +715,8 @@ namespace Barotrauma.Items.Components
#endif #endif
if (LastActiveTime > Timing.TotalTime) { return true; } if (LastActiveTime > Timing.TotalTime) { return true; }
foreach (ItemComponent ic in item.Components) // Use ToArray() snapshot for thread-safe iteration
foreach (ItemComponent ic in item.Components.ToArray())
{ {
if (ic is Fabricator || ic is Deconstructor) if (ic is Fabricator || ic is Deconstructor)
{ {
@@ -762,7 +764,8 @@ namespace Barotrauma.Items.Components
private float GetDeteriorationDelayMultiplier() private float GetDeteriorationDelayMultiplier()
{ {
foreach (ItemComponent ic in item.Components) // Use ToArray() snapshot for thread-safe iteration
foreach (ItemComponent ic in item.Components.ToArray())
{ {
if (ic is Engine engine) if (ic is Engine engine)
{ {
@@ -227,13 +227,14 @@ namespace Barotrauma.Items.Components
public void SetRecipientsDirty() public void SetRecipientsDirty()
{ {
recipientsDirty = true; recipientsDirty = true;
if (IsPower) { Powered.ChangedConnections.Add(this); } if (IsPower) { Powered.MarkConnectionChanged(this); }
} }
private void RefreshRecipients() private void RefreshRecipients()
{ {
recipients.Clear(); recipients.Clear();
foreach (var wire in wires) // Use ToArray() snapshot for thread-safe iteration
foreach (var wire in wires.ToArray())
{ {
Connection recipient = wire.OtherConnection(this); Connection recipient = wire.OtherConnection(this);
if (recipient != null) { recipients.Add(recipient); } if (recipient != null) { recipients.Add(recipient); }
@@ -272,8 +273,8 @@ namespace Barotrauma.Items.Components
//Check if both connections belong to a larger grid //Check if both connections belong to a larger grid
if (prevOtherConnection.recipients.Count > 1 && recipients.Count > 1) if (prevOtherConnection.recipients.Count > 1 && recipients.Count > 1)
{ {
Powered.ChangedConnections.Add(prevOtherConnection); Powered.MarkConnectionChanged(prevOtherConnection);
Powered.ChangedConnections.Add(this); Powered.MarkConnectionChanged(this);
} }
else if (recipients.Count > 1) else if (recipients.Count > 1)
{ {
@@ -289,7 +290,7 @@ namespace Barotrauma.Items.Components
else if (Grid.Connections.Count == 2) else if (Grid.Connections.Count == 2)
{ {
//Delete the grid as these were the only 2 devices //Delete the grid as these were the only 2 devices
Powered.Grids.Remove(Grid.ID); Powered.Grids.TryRemove(Grid.ID, out _);
Grid = null; Grid = null;
prevOtherConnection.Grid = null; prevOtherConnection.Grid = null;
} }
@@ -330,8 +331,8 @@ namespace Barotrauma.Items.Components
else else
{ {
//Flag change so that proper grids can be formed //Flag change so that proper grids can be formed
Powered.ChangedConnections.Add(this); Powered.MarkConnectionChanged(this);
Powered.ChangedConnections.Add(otherConnection); Powered.MarkConnectionChanged(otherConnection);
} }
} }
@@ -344,11 +345,13 @@ namespace Barotrauma.Items.Components
{ {
LastSentSignal = signal; LastSentSignal = signal;
enumeratingWires = true; enumeratingWires = true;
foreach (var wire in wires) // Use ToArray() snapshot for thread-safe iteration
foreach (var wire in wires.ToArray())
{ {
Connection recipient = wire.OtherConnection(this); Connection recipient = wire.OtherConnection(this);
if (recipient == null) { continue; } if (recipient == null) { continue; }
if (recipient.item == this.item || signal.source?.LastSentSignalRecipients.LastOrDefault() == recipient) { continue; } List<Connection> LastSentSignalRecipientsCopy = signal.source?.LastSentSignalRecipients.ToList();
if (recipient.item == this.item || LastSentSignalRecipientsCopy.LastOrDefault() == recipient) { continue; }
signal.source?.LastSentSignalRecipients.Add(recipient); signal.source?.LastSentSignalRecipients.Add(recipient);
#if CLIENT #if CLIENT
@@ -357,12 +360,12 @@ namespace Barotrauma.Items.Components
SendSignalIntoConnection(signal, recipient); SendSignalIntoConnection(signal, recipient);
} }
foreach (CircuitBoxConnection connection in CircuitBoxConnections) foreach (CircuitBoxConnection connection in CircuitBoxConnections.ToArray())
{ {
connection.ReceiveSignal(signal); connection.ReceiveSignal(signal);
} }
enumeratingWires = false; enumeratingWires = false;
foreach (var removedWire in removedWires) foreach (var removedWire in removedWires.ToArray())
{ {
wires.Remove(removedWire); wires.Remove(removedWire);
} }
@@ -373,14 +376,16 @@ namespace Barotrauma.Items.Components
{ {
conn.LastReceivedSignal = signal; conn.LastReceivedSignal = signal;
foreach (ItemComponent ic in conn.item.Components) // Use ToArray() snapshot for thread-safe iteration
foreach (ItemComponent ic in conn.item.Components.ToArray())
{ {
ic.ReceiveSignal(signal, conn); ic.ReceiveSignal(signal, conn);
} }
if (conn.Effects == null || signal.value == "0") { return; } if (conn.Effects == null || signal.value == "0") { return; }
foreach (StatusEffect effect in conn.Effects) // Use ToArray() snapshot for thread-safe iteration
foreach (StatusEffect effect in conn.Effects.ToArray())
{ {
conn.Item.ApplyStatusEffect(effect, ActionType.OnUse, (float)Timing.Step); conn.Item.ApplyStatusEffect(effect, ActionType.OnUse, (float)Timing.Step);
} }
@@ -390,13 +395,15 @@ namespace Barotrauma.Items.Components
{ {
if (IsPower && Grid != null) if (IsPower && Grid != null)
{ {
Powered.ChangedConnections.Add(this); Powered.MarkConnectionChanged(this);
foreach (Connection c in recipients) // Use ToArray() snapshot for thread-safe iteration
foreach (Connection c in recipients.ToArray())
{ {
Powered.ChangedConnections.Add(c); Powered.MarkConnectionChanged(c);
} }
} }
foreach (var wire in wires) // Use ToArray() snapshot for thread-safe iteration
foreach (var wire in wires.ToArray())
{ {
wire.RemoveConnection(this); wire.RemoveConnection(this);
recipientsDirty = true; recipientsDirty = true;
@@ -404,7 +411,7 @@ namespace Barotrauma.Items.Components
if (enumeratingWires) if (enumeratingWires)
{ {
foreach (var wire in wires) foreach (var wire in wires.ToArray())
{ {
removedWires.Add(wire); removedWires.Add(wire);
} }
@@ -447,7 +454,8 @@ namespace Barotrauma.Items.Components
{ {
XElement newElement = new XElement(IsOutput ? "output" : "input", new XAttribute("name", Name)); XElement newElement = new XElement(IsOutput ? "output" : "input", new XAttribute("name", Name));
foreach (var wire in wires.OrderBy(w => w.Item.ID)) // Use ToArray() snapshot before OrderBy for thread-safe iteration
foreach (var wire in wires.ToArray().OrderBy(w => w.Item.ID))
{ {
newElement.Add(new XElement("link", newElement.Add(new XElement("link",
new XAttribute("w", wire.Item.ID.ToString()), new XAttribute("w", wire.Item.ID.ToString()),
@@ -148,14 +148,16 @@ namespace Barotrauma.Items.Components
Vector2 wireNodeOffset = item.Submarine == null ? Vector2.Zero : item.Submarine.HiddenSubPosition + amount; Vector2 wireNodeOffset = item.Submarine == null ? Vector2.Zero : item.Submarine.HiddenSubPosition + amount;
foreach (Connection c in Connections) foreach (Connection c in Connections)
{ {
foreach (Wire wire in c.Wires) // Use ToArray() snapshot for thread-safe iteration
foreach (Wire wire in c.Wires.ToArray())
{ {
if (wire == null) { continue; } if (wire == null) { continue; }
TryMoveWire(wire); TryMoveWire(wire);
} }
} }
foreach (var wire in DisconnectedWires) // Use ToList() snapshot for thread-safe iteration
foreach (var wire in DisconnectedWires.ToList())
{ {
TryMoveWire(wire); TryMoveWire(wire);
} }
@@ -387,7 +389,7 @@ namespace Barotrauma.Items.Components
} }
foreach (var connection in Connections) foreach (var connection in Connections)
{ {
Powered.ChangedConnections.Remove(connection); Powered.UnmarkConnectionChanged(connection);
connection.Recipients.Clear(); connection.Recipients.Clear();
} }
Connections.Clear(); Connections.Clear();
@@ -412,15 +414,19 @@ namespace Barotrauma.Items.Components
msg.WriteByte((byte)Connections.Count); msg.WriteByte((byte)Connections.Count);
foreach (Connection connection in Connections) foreach (Connection connection in Connections)
{ {
msg.WriteVariableUInt32((uint)connection.Wires.Count); // Use ToArray() snapshot for thread-safe iteration
foreach (Wire wire in connection.Wires) var wiresSnapshot = connection.Wires.ToArray();
msg.WriteVariableUInt32((uint)wiresSnapshot.Length);
foreach (Wire wire in wiresSnapshot)
{ {
msg.WriteUInt16(wire?.Item == null ? (ushort)0 : wire.Item.ID); msg.WriteUInt16(wire?.Item == null ? (ushort)0 : wire.Item.ID);
} }
} }
msg.WriteUInt16((ushort)DisconnectedWires.Count); // Use ToList() snapshot for thread-safe iteration
foreach (Wire disconnectedWire in DisconnectedWires) var disconnectedSnapshot = DisconnectedWires.ToList();
msg.WriteUInt16((ushort)disconnectedSnapshot.Count);
foreach (Wire disconnectedWire in disconnectedSnapshot)
{ {
msg.WriteUInt16(disconnectedWire.Item.ID); msg.WriteUInt16(disconnectedWire.Item.ID);
} }
@@ -1,6 +1,8 @@
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Globalization; using System.Globalization;
using System.Linq;
using System.Xml.Linq; using System.Xml.Linq;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
namespace Barotrauma.Items.Components namespace Barotrauma.Items.Components
@@ -25,7 +27,8 @@ namespace Barotrauma.Items.Components
private int signalQueueSize; private int signalQueueSize;
private int delayTicks; private int delayTicks;
private readonly Queue<DelayedSignal> signalQueue = new Queue<DelayedSignal>(); // Thread-safe queue for concurrent access
private readonly ConcurrentQueue<DelayedSignal> signalQueue = new ConcurrentQueue<DelayedSignal>();
private DelayedSignal prevQueuedSignal; private DelayedSignal prevQueuedSignal;
@@ -40,7 +43,8 @@ namespace Barotrauma.Items.Components
delay = value; delay = value;
delayTicks = (int)(delay / Timing.Step); delayTicks = (int)(delay / Timing.Step);
signalQueueSize = Math.Max(delayTicks, 1) * 2; signalQueueSize = Math.Max(delayTicks, 1) * 2;
signalQueue.Clear(); // ConcurrentQueue doesn't have Clear(), drain it instead
while (signalQueue.TryDequeue(out _)) { }
} }
} }
@@ -66,19 +70,19 @@ namespace Barotrauma.Items.Components
public override void Update(float deltaTime, Camera cam) public override void Update(float deltaTime, Camera cam)
{ {
if (signalQueue.Count == 0) if (signalQueue.IsEmpty)
{ {
IsActive = false; IsActive = false;
return; return;
} }
foreach (var val in signalQueue) // Use ToArray() snapshot for thread-safe iteration
foreach (var val in signalQueue.ToArray())
{ {
val.SendTimer -= 1; val.SendTimer -= 1;
} }
while (signalQueue.Count > 0 && signalQueue.Peek().SendTimer <= 0) while (signalQueue.TryPeek(out var signalOut) && signalOut.SendTimer <= 0)
{ {
var signalOut = signalQueue.Peek();
signalOut.SendDuration -= 1; signalOut.SendDuration -= 1;
item.SendSignal(new Signal(signalOut.Signal.value, sender: signalOut.Signal.sender, strength: signalOut.Signal.strength), "signal_out"); item.SendSignal(new Signal(signalOut.Signal.value, sender: signalOut.Signal.sender, strength: signalOut.Signal.strength), "signal_out");
if (signalOut.SendDuration <= 0) if (signalOut.SendDuration <= 0)
@@ -100,11 +104,15 @@ namespace Barotrauma.Items.Components
{ {
case "signal_in": case "signal_in":
if (signalQueue.Count >= signalQueueSize) { return; } if (signalQueue.Count >= signalQueueSize) { return; }
if (ResetWhenSignalReceived) { prevQueuedSignal = null; signalQueue.Clear(); } if (ResetWhenSignalReceived)
if (ResetWhenDifferentSignalReceived && signalQueue.Count > 0 && signalQueue.Peek().Signal.value != signal.value)
{ {
prevQueuedSignal = null; prevQueuedSignal = null;
signalQueue.Clear(); while (signalQueue.TryDequeue(out _)) { }
}
if (ResetWhenDifferentSignalReceived && signalQueue.TryPeek(out var peekSignal) && peekSignal.Signal.value != signal.value)
{
prevQueuedSignal = null;
while (signalQueue.TryDequeue(out _)) { }
} }
if (prevQueuedSignal != null && if (prevQueuedSignal != null &&
@@ -127,10 +135,10 @@ namespace Barotrauma.Items.Components
if (float.TryParse(signal.value, NumberStyles.Any, CultureInfo.InvariantCulture, out float newDelay)) if (float.TryParse(signal.value, NumberStyles.Any, CultureInfo.InvariantCulture, out float newDelay))
{ {
newDelay = MathHelper.Clamp(newDelay, 0, 60); newDelay = MathHelper.Clamp(newDelay, 0, 60);
if (signalQueue.Count > 0 && newDelay != Delay) if (!signalQueue.IsEmpty && newDelay != Delay)
{ {
prevQueuedSignal = null; prevQueuedSignal = null;
signalQueue.Clear(); while (signalQueue.TryDequeue(out _)) { }
} }
Delay = newDelay; Delay = newDelay;
} }
@@ -2,6 +2,7 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq; using System.Linq;
using System.Xml.Linq; using System.Xml.Linq;
@@ -31,7 +32,8 @@ namespace Barotrauma.Items.Components
private float thirdInverseMax = 0, loadEqnConstant = 0; private float thirdInverseMax = 0, loadEqnConstant = 0;
private static readonly Dictionary<string, string> connectionPairs = new Dictionary<string, string> // Thread-safe immutable dictionary for connection pairs (read-only after initialization)
private static readonly ImmutableDictionary<string, string> connectionPairs = new Dictionary<string, string>
{ {
{ "power_in", "power_out"}, { "power_in", "power_out"},
{ "signal_in", "signal_out" }, { "signal_in", "signal_out" },
@@ -40,7 +42,7 @@ namespace Barotrauma.Items.Components
{ "signal_in3", "signal_out3" }, { "signal_in3", "signal_out3" },
{ "signal_in4", "signal_out4" }, { "signal_in4", "signal_out4" },
{ "signal_in5", "signal_out5" } { "signal_in5", "signal_out5" }
}; }.ToImmutableDictionary();
protected override PowerPriority Priority { get { return PowerPriority.Relay; } } protected override PowerPriority Priority { get { return PowerPriority.Relay; } }
@@ -2,6 +2,7 @@
using Barotrauma.Networking; using Barotrauma.Networking;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Globalization; using System.Globalization;
using System.Linq; using System.Linq;
@@ -13,7 +14,8 @@ namespace Barotrauma.Items.Components
{ {
partial class WifiComponent : ItemComponent, IServerSerializable, IClientSerializable partial class WifiComponent : ItemComponent, IServerSerializable, IClientSerializable
{ {
private static readonly List<WifiComponent> list = new List<WifiComponent>(); private static readonly ConcurrentDictionary<WifiComponent, byte> _wifiDict = new ConcurrentDictionary<WifiComponent, byte>();
private static IEnumerable<WifiComponent> AllWifiComponents => _wifiDict.Keys;
const int ChannelMemorySize = 10; const int ChannelMemorySize = 10;
@@ -114,7 +116,7 @@ namespace Barotrauma.Items.Components
public WifiComponent(Item item, ContentXElement element) public WifiComponent(Item item, ContentXElement element)
: base (item, element) : base (item, element)
{ {
list.Add(this); _wifiDict.TryAdd(this, 0);
IsActive = true; IsActive = true;
} }
@@ -159,7 +161,7 @@ namespace Barotrauma.Items.Components
/// </summary> /// </summary>
public IEnumerable<WifiComponent> GetReceiversInRange() public IEnumerable<WifiComponent> GetReceiversInRange()
{ {
return list.Where(w => w != this && w.CanReceive(this)); return AllWifiComponents.Where(w => w != this && w.CanReceive(this));
} }
public bool CanReceive(WifiComponent sender) public bool CanReceive(WifiComponent sender)
@@ -188,7 +190,7 @@ namespace Barotrauma.Items.Components
/// </summary> /// </summary>
public IEnumerable<WifiComponent> GetTransmittersInRange() public IEnumerable<WifiComponent> GetTransmittersInRange()
{ {
return list.Where(w => w != this && w.CanTransmit(this)); return AllWifiComponents.Where(w => w != this && w.CanTransmit(this));
} }
public bool CanTransmit(WifiComponent sender) public bool CanTransmit(WifiComponent sender)
@@ -278,7 +280,8 @@ namespace Barotrauma.Items.Components
if (signal.source != null) if (signal.source != null)
{ {
foreach (Connection receiver in wifiComp.item.LastSentSignalRecipients) // Use ToList() snapshot for thread-safe iteration
foreach (Connection receiver in wifiComp.item.LastSentSignalRecipients.ToList())
{ {
if (!signal.source.LastSentSignalRecipients.Contains(receiver)) if (!signal.source.LastSentSignalRecipients.Contains(receiver))
{ {
@@ -369,7 +372,7 @@ namespace Barotrauma.Items.Components
protected override void RemoveComponentSpecific() protected override void RemoveComponentSpecific()
{ {
base.RemoveComponentSpecific(); base.RemoveComponentSpecific();
list.Remove(this); _wifiDict.TryRemove(this, out _);
} }
public override XElement Save(XElement parentElement) public override XElement Save(XElement parentElement)
@@ -250,7 +250,8 @@ namespace Barotrauma.Items.Components
{ {
if (connections[0] != null && connections[1] != null) if (connections[0] != null && connections[1] != null)
{ {
foreach (ItemComponent ic in item.Components) // Use ToArray() snapshot for thread-safe iteration
foreach (ItemComponent ic in item.Components.ToArray())
{ {
if (ic == this) { continue; } if (ic == this) { continue; }
@@ -723,11 +724,11 @@ namespace Barotrauma.Items.Components
if (item0 == null && item1 != null) if (item0 == null && item1 != null)
{ {
item0 = Item.ItemList.Find(it => it.GetComponent<ConnectionPanel>()?.DisconnectedWires.Contains(this) ?? false); item0 = Item.ItemList.FirstOrDefault(it => it.GetComponent<ConnectionPanel>()?.DisconnectedWires.Contains(this) ?? false);
} }
else if (item0 != null && item1 == null) else if (item0 != null && item1 == null)
{ {
item1 = Item.ItemList.Find(it => it.GetComponent<ConnectionPanel>()?.DisconnectedWires.Contains(this) ?? false); item1 = Item.ItemList.FirstOrDefault(it => it.GetComponent<ConnectionPanel>()?.DisconnectedWires.Contains(this) ?? false);
} }
if (item0 == null || item1 == null || nodes.Count == 0) { return; } if (item0 == null || item1 == null || nodes.Count == 0) { return; }
@@ -73,6 +73,11 @@ namespace Barotrauma.Items.Components
public PhysicsBody PhysicsBody { get; private set; } public PhysicsBody PhysicsBody { get; private set; }
/// <summary>
/// Flag to prevent multiple queued refresh requests.
/// </summary>
private volatile bool physicsBodyRefreshQueued;
private float radius; private float radius;
[Editable, Serialize(0.0f, IsPropertySaveable.Yes)] [Editable, Serialize(0.0f, IsPropertySaveable.Yes)]
public float Radius public float Radius
@@ -83,7 +88,7 @@ namespace Barotrauma.Items.Components
{ {
if (radius == value) { return; } if (radius == value) { return; }
radius = value; radius = value;
if (PhysicsBody != null) { RefreshPhysicsBodySize(); } if (PhysicsBody != null) { QueuePhysicsBodyRefresh(); }
} }
} }
@@ -97,7 +102,7 @@ namespace Barotrauma.Items.Components
{ {
if (width == value) { return; } if (width == value) { return; }
width = value; width = value;
if (PhysicsBody != null) { RefreshPhysicsBodySize(); } if (PhysicsBody != null) { QueuePhysicsBodyRefresh(); }
} }
} }
@@ -111,10 +116,28 @@ namespace Barotrauma.Items.Components
{ {
if (height == value) { return; } if (height == value) { return; }
height = value; height = value;
if (PhysicsBody != null) { RefreshPhysicsBodySize(); } if (PhysicsBody != null) { QueuePhysicsBodyRefresh(); }
} }
} }
/// <summary>
/// Queue the physics body refresh to be executed on the main thread.
/// This is necessary because physics body operations are not thread-safe.
/// </summary>
private void QueuePhysicsBodyRefresh()
{
if (physicsBodyRefreshQueued) { return; }
physicsBodyRefreshQueued = true;
PhysicsBodyQueue.EnqueueCreation(() =>
{
if (!item.Removed)
{
RefreshPhysicsBodySize();
}
physicsBodyRefreshQueued = false;
});
}
private float currentRadius, currentWidth, currentHeight; private float currentRadius, currentWidth, currentHeight;
private Vector2 bodyOffset; private Vector2 bodyOffset;
@@ -289,13 +312,18 @@ namespace Barotrauma.Items.Components
Matrix transform = Matrix.CreateRotationZ(-item.RotationRad); Matrix transform = Matrix.CreateRotationZ(-item.RotationRad);
offset = Vector2.Transform(offset, transform); offset = Vector2.Transform(offset, transform);
} }
// Defer physics operations if in parallel context (Farseer is not thread-safe)
var capturedBody = PhysicsBody;
var capturedPos = item.SimPosition + offset;
var capturedRot = -item.RotationRad;
if (ignoreContacts) if (ignoreContacts)
{ {
PhysicsBody.SetTransformIgnoreContacts(item.SimPosition + offset, -item.RotationRad); PhysicsBodyQueue.ExecuteOrDefer(() => capturedBody.SetTransformIgnoreContacts(capturedPos, capturedRot));
} }
else else
{ {
PhysicsBody.SetTransform(item.SimPosition + offset, -item.RotationRad); PhysicsBodyQueue.ExecuteOrDefer(() => capturedBody.SetTransform(capturedPos, capturedRot));
} }
PhysicsBody.UpdateDrawPosition(); PhysicsBody.UpdateDrawPosition();
} }
@@ -381,7 +381,8 @@ namespace Barotrauma
if (Owner is not Item it) { return; } if (Owner is not Item it) { return; }
foreach (var c in it.Components) // Use ToArray() snapshot for thread-safe iteration
foreach (var c in it.Components.ToArray())
{ {
c.OnInventoryChanged(); c.OnInventoryChanged();
} }
@@ -18,6 +18,13 @@ using System.Linq;
using System.Xml.Linq; using System.Xml.Linq;
using static Barotrauma.CharacterHealth; using static Barotrauma.CharacterHealth;
using static Barotrauma.MedicalClinic; using static Barotrauma.MedicalClinic;
using Barotrauma.Extensions;
using Barotrauma.MapCreatures.Behavior;
using MoonSharp.Interpreter;
using System.Collections.Immutable;
using System.Threading;
using Barotrauma.Abilities;
using HarmonyLib;
#if CLIENT #if CLIENT
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
@@ -30,57 +37,172 @@ namespace Barotrauma
#region Lists #region Lists
/// <summary> /// <summary>
/// A list of every item that exists somewhere in the world. Note that there can be a huge number of items in the list, /// Thread-safe dictionary of all items by ID.
/// and you probably shouldn't be enumerating it to find some that match some specific criteria (unless that's done very, very sparsely or during initialization).
/// </summary> /// </summary>
public static readonly List<Item> ItemList = new List<Item>(); private static readonly ConcurrentDictionary<ushort, Item> _itemDictionary = new ConcurrentDictionary<ushort, Item>();
private static readonly HashSet<Item> _dangerousItems = new HashSet<Item>(); /// <summary>
/// Provides thread-safe enumeration over all items.
/// </summary>
public static ICollection<Item> ItemList => _itemDictionary.Values;
/// <summary>
/// Thread-safe item lookup by ID.
/// </summary>
public static Item GetItemById(ushort id)
{
_itemDictionary.TryGetValue(id, out var item);
return item;
}
// Thread-safe optimized item collections using Immutable + atomic swap pattern
private static volatile ImmutableHashSet<Item> _dangerousItems = ImmutableHashSet<Item>.Empty;
private static volatile ImmutableHashSet<Item> _repairableItems = ImmutableHashSet<Item>.Empty;
private static volatile ImmutableHashSet<Item> _cleanableItems = ImmutableHashSet<Item>.Empty;
private static volatile ImmutableHashSet<Item> _sonarVisibleItems = ImmutableHashSet<Item>.Empty;
private static volatile ImmutableHashSet<Item> _turretTargetItems = ImmutableHashSet<Item>.Empty;
private static volatile ImmutableHashSet<Item> _chairItems = ImmutableHashSet<Item>.Empty;
// DeconstructItems uses ConcurrentDictionary to simulate a thread-safe HashSet
private static readonly ConcurrentDictionary<Item, byte> _deconstructItems = new ConcurrentDictionary<Item, byte>();
public static IReadOnlyCollection<Item> DangerousItems => _dangerousItems; public static IReadOnlyCollection<Item> DangerousItems => _dangerousItems;
private static readonly List<Item> _repairableItems = new List<Item>();
/// <summary> /// <summary>
/// Items that have one more more Repairable component /// Items that have one more more Repairable component
/// </summary> /// </summary>
public static IReadOnlyCollection<Item> RepairableItems => _repairableItems; public static IReadOnlyCollection<Item> RepairableItems => _repairableItems;
private static readonly List<Item> _cleanableItems = new List<Item>();
/// <summary> /// <summary>
/// Items that may potentially need to be cleaned up (pickable, not attached to a wall, and not inside a valid container) /// Items that may potentially need to be cleaned up (pickable, not attached to a wall, and not inside a valid container)
/// </summary> /// </summary>
public static IReadOnlyCollection<Item> CleanableItems => _cleanableItems; public static IReadOnlyCollection<Item> CleanableItems => _cleanableItems;
private static readonly HashSet<Item> _deconstructItems = new HashSet<Item>();
/// <summary> /// <summary>
/// Items that have been marked for deconstruction /// Items that have been marked for deconstruction. Thread-safe collection.
/// </summary> /// </summary>
public static HashSet<Item> DeconstructItems => _deconstructItems; public static ICollection<Item> DeconstructItems => _deconstructItems.Keys;
private static readonly List<Item> _sonarVisibleItems = new List<Item>();
/// <summary> /// <summary>
/// Items whose <see cref="ItemPrefab.SonarSize"/> is larger than 0 /// Items whose <see cref="ItemPrefab.SonarSize"/> is larger than 0
/// </summary> /// </summary>
public static IReadOnlyCollection<Item> SonarVisibleItems => _sonarVisibleItems; public static IReadOnlyCollection<Item> SonarVisibleItems => _sonarVisibleItems;
private static readonly List<Item> _turretTargetItems = new List<Item>();
/// <summary> /// <summary>
/// Items whose <see cref="ItemPrefab.IsAITurretTarget"/> is true. /// Items whose <see cref="ItemPrefab.IsAITurretTarget"/> is true.
/// </summary> /// </summary>
public static IReadOnlyCollection<Item> TurretTargetItems => _turretTargetItems; public static IReadOnlyCollection<Item> TurretTargetItems => _turretTargetItems;
private static readonly List<Item> _chairItems = new List<Item>();
/// <summary> /// <summary>
/// Items that have the tag <see cref="Tags.ChairItem"/>. Which is an oddly specific thing, but useful as an optimization for NPC AI. /// Items that have the tag <see cref="Tags.ChairItem"/>. Which is an oddly specific thing, but useful as an optimization for NPC AI.
/// </summary> /// </summary>
public static IReadOnlyCollection<Item> ChairItems => _chairItems; public static IReadOnlyCollection<Item> ChairItems => _chairItems;
#region Thread-safe collection helpers
/// <summary>
/// Atomically adds an item to an immutable set using compare-and-swap.
/// </summary>
private static void AddToImmutableSet(ref ImmutableHashSet<Item> location, Item item)
{
ImmutableHashSet<Item> original, updated;
do
{
original = location;
updated = original.Add(item);
if (ReferenceEquals(original, updated)) return; // Already exists
}
while (Interlocked.CompareExchange(ref location, updated, original) != original);
}
/// <summary>
/// Atomically removes an item from an immutable set using compare-and-swap.
/// </summary>
private static void RemoveFromImmutableSet(ref ImmutableHashSet<Item> location, Item item)
{
ImmutableHashSet<Item> original, updated;
do
{
original = location;
updated = original.Remove(item);
if (ReferenceEquals(original, updated)) return; // Doesn't exist
}
while (Interlocked.CompareExchange(ref location, updated, original) != original);
}
/// <summary>
/// Marks an item for deconstruction (thread-safe).
/// </summary>
public static void MarkForDeconstruction(Item item)
{
_deconstructItems.TryAdd(item, 0);
}
/// <summary>
/// Unmarks an item for deconstruction (thread-safe).
/// </summary>
public static void UnmarkForDeconstruction(Item item)
{
_deconstructItems.TryRemove(item, out _);
}
/// <summary>
/// Checks if an item is marked for deconstruction (thread-safe).
/// </summary>
public static bool IsMarkedForDeconstruction(Item item)
{
return _deconstructItems.ContainsKey(item);
}
/// <summary>
/// Clears all item collections (thread-safe). Used during unloading.
/// </summary>
public static void ClearAllItemCollections()
{
_itemDictionary.Clear();
_dangerousItems = ImmutableHashSet<Item>.Empty;
_repairableItems = ImmutableHashSet<Item>.Empty;
_cleanableItems = ImmutableHashSet<Item>.Empty;
_sonarVisibleItems = ImmutableHashSet<Item>.Empty;
_turretTargetItems = ImmutableHashSet<Item>.Empty;
_chairItems = ImmutableHashSet<Item>.Empty;
_deconstructItems.Clear();
while (_pendingConditionUpdates.TryDequeue(out _)) { }
_cachedItemList = null;
_cachedItemListVersion = -1;
}
// Cached item list for indexed access (used by AI systems)
private static volatile List<Item> _cachedItemList;
private static volatile int _cachedItemListVersion = -1;
private static volatile int _itemListVersion;
/// <summary>
/// Gets a cached list snapshot of all items for indexed access.
/// The list is refreshed when items are added or removed.
/// Thread-safe but may return slightly stale data.
/// </summary>
public static List<Item> GetCachedItemList()
{
int currentVersion = _itemListVersion;
if (_cachedItemList == null || _cachedItemListVersion != currentVersion)
{
_cachedItemList = _itemDictionary.Values.ToList();
_cachedItemListVersion = currentVersion;
}
return _cachedItemList;
}
/// <summary>
/// Called when items are added or removed to invalidate the cached list.
/// </summary>
private static void InvalidateCachedItemList()
{
Interlocked.Increment(ref _itemListVersion);
}
#endregion
#endregion #endregion
public new ItemPrefab Prefab => base.Prefab as ItemPrefab; public new ItemPrefab Prefab => base.Prefab as ItemPrefab;
@@ -182,7 +304,12 @@ namespace Barotrauma
private bool transformDirty = true; private bool transformDirty = true;
private static readonly List<Item> itemsWithPendingConditionUpdates = new List<Item>(); private static readonly ConcurrentQueue<Item> _pendingConditionUpdates = new ConcurrentQueue<Item>();
/// <summary>
/// Flag to avoid duplicate enqueue for pending condition updates.
/// </summary>
private volatile bool _hasPendingConditionUpdate;
private float lastSentCondition; private float lastSentCondition;
private float sendConditionUpdateTimer; private float sendConditionUpdateTimer;
@@ -850,11 +977,11 @@ namespace Barotrauma
isDangerous = value; isDangerous = value;
if (!value) if (!value)
{ {
_dangerousItems.Remove(this); RemoveFromImmutableSet(ref _dangerousItems, this);
} }
else else
{ {
_dangerousItems.Add(this); AddToImmutableSet(ref _dangerousItems, this);
} }
} }
} }
@@ -1403,12 +1530,13 @@ namespace Barotrauma
} }
InsertToList(); InsertToList();
ItemList.Add(this); _itemDictionary.TryAdd(ID, this);
if (Prefab.IsDangerous) { _dangerousItems.Add(this); } InvalidateCachedItemList();
if (Repairables.Any()) { _repairableItems.Add(this); } if (Prefab.IsDangerous) { AddToImmutableSet(ref _dangerousItems, this); }
if (Prefab.SonarSize > 0.0f) { _sonarVisibleItems.Add(this); } if (Repairables.Any()) { AddToImmutableSet(ref _repairableItems, this); }
if (Prefab.IsAITurretTarget) { _turretTargetItems.Add(this); } if (Prefab.SonarSize > 0.0f) { AddToImmutableSet(ref _sonarVisibleItems, this); }
if (Prefab.Tags.Contains(Barotrauma.Tags.ChairItem)) { _chairItems.Add(this); } if (Prefab.IsAITurretTarget) { AddToImmutableSet(ref _turretTargetItems, this); }
if (Prefab.Tags.Contains(Barotrauma.Tags.ChairItem)) { AddToImmutableSet(ref _chairItems, this); }
CheckCleanable(); CheckCleanable();
DebugConsole.Log("Created " + Name + " (" + ID + ")"); DebugConsole.Log("Created " + Name + " (" + ID + ")");
@@ -1702,7 +1830,13 @@ namespace Barotrauma
try try
{ {
#endif #endif
body.SetTransformIgnoreContacts(simPosition, rotation, setPrevTransform); // Defer physics operation if in parallel context (Farseer is not thread-safe)
var capturedBody = body;
var capturedSimPos = simPosition;
var capturedRotation = rotation;
var capturedSetPrevTransform = setPrevTransform;
PhysicsBodyQueue.ExecuteOrDefer(() =>
capturedBody.SetTransformIgnoreContacts(capturedSimPos, capturedRotation, capturedSetPrevTransform));
#if DEBUG #if DEBUG
} }
catch (Exception e) catch (Exception e)
@@ -1759,14 +1893,11 @@ namespace Barotrauma
Prefab.PreferredContainers.Any() && Prefab.PreferredContainers.Any() &&
(container == null || container.HasTag(Barotrauma.Tags.AllowCleanup))) (container == null || container.HasTag(Barotrauma.Tags.AllowCleanup)))
{ {
if (!_cleanableItems.Contains(this)) AddToImmutableSet(ref _cleanableItems, this);
{
_cleanableItems.Add(this);
}
} }
else else
{ {
_cleanableItems.Remove(this); RemoveFromImmutableSet(ref _cleanableItems, this);
} }
} }
@@ -1782,13 +1913,19 @@ namespace Barotrauma
if (ItemList != null && body != null) if (ItemList != null && body != null)
{ {
// Defer physics operation if in parallel context (Farseer is not thread-safe)
var capturedBody = body;
var capturedNewPos = body.SimPosition + ConvertUnits.ToSimUnits(amount);
var capturedRotation = body.Rotation;
if (ignoreContacts) if (ignoreContacts)
{ {
body.SetTransformIgnoreContacts(body.SimPosition + ConvertUnits.ToSimUnits(amount), body.Rotation); PhysicsBodyQueue.ExecuteOrDefer(() =>
capturedBody.SetTransformIgnoreContacts(capturedNewPos, capturedRotation));
} }
else else
{ {
body.SetTransform(body.SimPosition + ConvertUnits.ToSimUnits(amount), body.Rotation); PhysicsBodyQueue.ExecuteOrDefer(() =>
capturedBody.SetTransform(capturedNewPos, capturedRotation));
} }
} }
foreach (ItemComponent ic in components) foreach (ItemComponent ic in components)
@@ -2304,9 +2441,10 @@ namespace Barotrauma
{ {
needsConditionUpdate = true; needsConditionUpdate = true;
} }
if (needsConditionUpdate && !itemsWithPendingConditionUpdates.Contains(this)) if (needsConditionUpdate && !_hasPendingConditionUpdate)
{ {
itemsWithPendingConditionUpdates.Add(this); _hasPendingConditionUpdate = true;
_pendingConditionUpdates.Enqueue(this);
} }
} }
@@ -2330,10 +2468,11 @@ namespace Barotrauma
{ {
if (c.IsPower) if (c.IsPower)
{ {
Powered.ChangedConnections.Add(c); Powered.MarkConnectionChanged(c);
foreach (Connection conn in c.Recipients) // Use ToList() snapshot for thread-safe iteration
foreach (Connection conn in c.Recipients.ToList())
{ {
Powered.ChangedConnections.Add(conn); Powered.MarkConnectionChanged(conn);
} }
} }
} }
@@ -2362,9 +2501,9 @@ namespace Barotrauma
public void SendPendingNetworkUpdates() public void SendPendingNetworkUpdates()
{ {
if (!(GameMain.NetworkMember is { IsServer: true })) { return; } if (!(GameMain.NetworkMember is { IsServer: true })) { return; }
if (!itemsWithPendingConditionUpdates.Contains(this)) { return; } if (!_hasPendingConditionUpdate) { return; }
SendPendingNetworkUpdatesInternal(); SendPendingNetworkUpdatesInternal();
itemsWithPendingConditionUpdates.Remove(this); _hasPendingConditionUpdate = false;
} }
private void SendPendingNetworkUpdatesInternal() private void SendPendingNetworkUpdatesInternal()
@@ -2393,21 +2532,35 @@ namespace Barotrauma
public static void UpdatePendingConditionUpdates(float deltaTime) public static void UpdatePendingConditionUpdates(float deltaTime)
{ {
if (GameMain.NetworkMember is not { IsServer: true }) { return; } if (GameMain.NetworkMember is not { IsServer: true }) { return; }
for (int i = 0; i < itemsWithPendingConditionUpdates.Count; i++)
int count = _pendingConditionUpdates.Count;
for (int i = 0; i < count; i++)
{ {
var item = itemsWithPendingConditionUpdates[i]; if (!_pendingConditionUpdates.TryDequeue(out var item)) { break; }
if (item == null || item.Removed) if (item == null || item.Removed)
{ {
itemsWithPendingConditionUpdates.RemoveAt(i--); item._hasPendingConditionUpdate = false;
continue;
}
if (item.Submarine is { Loading: true })
{
// Re-enqueue, still loading
_pendingConditionUpdates.Enqueue(item);
continue; continue;
} }
if (item.Submarine is { Loading: true }) { continue; }
item.sendConditionUpdateTimer -= deltaTime; item.sendConditionUpdateTimer -= deltaTime;
if (item.sendConditionUpdateTimer <= 0.0f) if (item.sendConditionUpdateTimer <= 0.0f)
{ {
item.SendPendingNetworkUpdatesInternal(); item.SendPendingNetworkUpdatesInternal();
itemsWithPendingConditionUpdates.RemoveAt(i--); item._hasPendingConditionUpdate = false;
}
else
{
// Not ready yet, re-enqueue
_pendingConditionUpdates.Enqueue(item);
} }
} }
} }
@@ -2417,7 +2570,11 @@ namespace Barotrauma
/// </summary> /// </summary>
public bool IsActive = true; public bool IsActive = true;
public bool IsInRemoveQueue; /// <summary>
/// Thread-safe flag indicating whether this item is queued for removal.
/// Uses volatile to ensure memory visibility across threads.
/// </summary>
public volatile bool IsInRemoveQueue;
public override void Update(float deltaTime, Camera cam) public override void Update(float deltaTime, Camera cam)
{ {
@@ -2437,7 +2594,12 @@ namespace Barotrauma
if (item != this) if (item != this)
{ {
item.body.Enabled = false; item.body.Enabled = false;
item.body.SetTransformIgnoreContacts(this.SimPosition, body.Rotation); // Defer physics operation if in parallel context (Farseer is not thread-safe)
var capturedItemBody = item.body;
var capturedSimPos = this.SimPosition;
var capturedRotation = body.Rotation;
PhysicsBodyQueue.ExecuteOrDefer(() =>
capturedItemBody.SetTransformIgnoreContacts(capturedSimPos, capturedRotation));
} }
} }
} }
@@ -2629,17 +2791,25 @@ namespace Barotrauma
FindHull(); FindHull();
} }
// Defer physics transform operations if in parallel context.
// Farseer's DynamicTree is not thread-safe.
if (Submarine == null && prevSub != null) if (Submarine == null && prevSub != null)
{ {
body.SetTransformIgnoreContacts(body.SimPosition + prevSub.SimPosition, body.Rotation); Vector2 newPos = body.SimPosition + prevSub.SimPosition;
float rotation = body.Rotation;
PhysicsBodyQueue.ExecuteOrDefer(() => body.SetTransformIgnoreContacts(newPos, rotation));
} }
else if (Submarine != null && prevSub == null) else if (Submarine != null && prevSub == null)
{ {
body.SetTransformIgnoreContacts(body.SimPosition - Submarine.SimPosition, body.Rotation); Vector2 newPos = body.SimPosition - Submarine.SimPosition;
float rotation = body.Rotation;
PhysicsBodyQueue.ExecuteOrDefer(() => body.SetTransformIgnoreContacts(newPos, rotation));
} }
else if (Submarine != null && prevSub != null && Submarine != prevSub) else if (Submarine != null && prevSub != null && Submarine != prevSub)
{ {
body.SetTransformIgnoreContacts(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation); Vector2 newPos = body.SimPosition + prevSub.SimPosition - Submarine.SimPosition;
float rotation = body.Rotation;
PhysicsBodyQueue.ExecuteOrDefer(() => body.SetTransformIgnoreContacts(newPos, rotation));
} }
if (Submarine != prevSub) if (Submarine != prevSub)
@@ -2855,7 +3025,8 @@ namespace Barotrauma
foreach (Connection c in connectionPanel.Connections) foreach (Connection c in connectionPanel.Connections)
{ {
if (connectionFilter != null && !connectionFilter(c)) { continue; } if (connectionFilter != null && !connectionFilter(c)) { continue; }
foreach (Connection recipient in c.Recipients) // Use ToList() snapshot for thread-safe iteration
foreach (Connection recipient in c.Recipients.ToList())
{ {
var component = recipient.Item.GetComponent<T>(); var component = recipient.Item.GetComponent<T>();
if (component != null) if (component != null)
@@ -2888,7 +3059,8 @@ namespace Barotrauma
foreach (Connection c in connectionPanel.Connections) foreach (Connection c in connectionPanel.Connections)
{ {
if (connectionFilter != null && !connectionFilter(c)) { continue; } if (connectionFilter != null && !connectionFilter(c)) { continue; }
foreach (Connection recipient in c.Recipients) // Use ToList() snapshot for thread-safe iteration
foreach (Connection recipient in c.Recipients.ToList())
{ {
var component = recipient.Item.GetComponent<T>(); var component = recipient.Item.GetComponent<T>();
if (component != null && !connectedComponents.Contains(component)) if (component != null && !connectedComponents.Contains(component))
@@ -2942,12 +3114,13 @@ namespace Barotrauma
alreadySearched.Add(c); alreadySearched.Add(c);
static IEnumerable<Connection> GetRecipients(Connection c) static IEnumerable<Connection> GetRecipients(Connection c)
{ {
foreach (Connection recipient in c.Recipients) // Use ToList() snapshot for thread-safe iteration
foreach (Connection recipient in c.Recipients.ToList())
{ {
yield return recipient; yield return recipient;
} }
//check circuit box inputs/outputs this connection is connected to //check circuit box inputs/outputs this connection is connected to
foreach (var circuitBoxConnection in c.CircuitBoxConnections) foreach (var circuitBoxConnection in c.CircuitBoxConnections.ToArray())
{ {
yield return circuitBoxConnection.Connection; yield return circuitBoxConnection.Connection;
} }
@@ -3087,7 +3260,8 @@ namespace Barotrauma
if (signal.stepsTaken > 5 && signal.source != null) if (signal.stepsTaken > 5 && signal.source != null)
{ {
int duplicateRecipients = 0; int duplicateRecipients = 0;
foreach (var recipient in signal.source.LastSentSignalRecipients) // Use ToList() snapshot for thread-safe iteration
foreach (var recipient in signal.source.LastSentSignalRecipients.ToList())
{ {
if (recipient == connection) if (recipient == connection)
{ {
@@ -3532,6 +3706,30 @@ namespace Barotrauma
if (body != null) if (body != null)
{ {
IsActive = true; IsActive = true;
// Physics body operations must be deferred if we're in a parallel update context,
// because Farseer Physics is not thread-safe.
if (PhysicsBodyQueue.IsInParallelContext)
{
// Capture the values we need for the deferred operation
var capturedBody = body;
var capturedDropperSimPos = dropper?.SimPosition ?? Microsoft.Xna.Framework.Vector2.Zero;
var capturedSetTransform = setTransform && dropper != null;
PhysicsBodyQueue.Enqueue(() =>
{
if (capturedBody.Removed || Removed) { return; }
capturedBody.Enabled = true;
capturedBody.PhysEnabled = true;
capturedBody.ResetDynamics();
if (capturedSetTransform)
{
capturedBody.SetTransformIgnoreContacts(capturedDropperSimPos, 0.0f);
}
});
}
else
{
body.Enabled = true; body.Enabled = true;
body.PhysEnabled = true; body.PhysEnabled = true;
body.ResetDynamics(); body.ResetDynamics();
@@ -3549,15 +3747,31 @@ namespace Barotrauma
} }
} }
} }
}
foreach (ItemComponent ic in components) { ic.Drop(dropper, setTransform); } foreach (ItemComponent ic in components) { ic.Drop(dropper, setTransform); }
if (Container != null) if (Container != null)
{ {
if (setTransform) if (setTransform)
{
// Defer SetTransform if in parallel context
if (PhysicsBodyQueue.IsInParallelContext)
{
var capturedContainerSimPos = Container.SimPosition;
PhysicsBodyQueue.Enqueue(() =>
{
if (!Removed)
{
SetTransform(capturedContainerSimPos, 0.0f);
}
});
}
else
{ {
SetTransform(Container.SimPosition, 0.0f); SetTransform(Container.SimPosition, 0.0f);
} }
}
Container.RemoveContained(this); Container.RemoveContained(this);
Container = null; Container = null;
} }
@@ -4220,7 +4434,7 @@ namespace Barotrauma
} }
} }
if (element.GetAttributeBool("markedfordeconstruction", false)) { _deconstructItems.Add(item); } if (element.GetAttributeBool("markedfordeconstruction", false)) { _deconstructItems.TryAdd(item, 0); }
float prevRotation = item.Rotation; float prevRotation = item.Rotation;
if (element.GetAttributeBool("flippedx", false)) { item.FlipX(relativeToSub: false, force: true); } if (element.GetAttributeBool("flippedx", false)) { item.FlipX(relativeToSub: false, force: true); }
@@ -4516,7 +4730,7 @@ namespace Barotrauma
new XAttribute("name", Prefab.OriginalName), new XAttribute("name", Prefab.OriginalName),
new XAttribute("identifier", Prefab.Identifier), new XAttribute("identifier", Prefab.Identifier),
new XAttribute("ID", ID), new XAttribute("ID", ID),
new XAttribute("markedfordeconstruction", _deconstructItems.Contains(this))); new XAttribute("markedfordeconstruction", _deconstructItems.ContainsKey(this)));
if (PendingItemSwap != null) if (PendingItemSwap != null)
{ {
@@ -4702,27 +4916,28 @@ namespace Barotrauma
StaticFixtures.Clear(); StaticFixtures.Clear();
} }
foreach (Item it in ItemList) // Optimized: Remove() returns false if not found, no need for Contains() check
{ // Using _itemDictionary.Values directly avoids property access overhead
if (it.linkedTo.Contains(this)) foreach (Item it in _itemDictionary.Values)
{ {
it.linkedTo.Remove(this); it.linkedTo.Remove(this);
} }
}
RemoveProjSpecific(); RemoveProjSpecific();
} }
private void RemoveFromLists() private void RemoveFromLists()
{ {
ItemList.Remove(this); _itemDictionary.TryRemove(ID, out _);
_dangerousItems.Remove(this); InvalidateCachedItemList();
_repairableItems.Remove(this); RemoveFromImmutableSet(ref _dangerousItems, this);
_sonarVisibleItems.Remove(this); RemoveFromImmutableSet(ref _repairableItems, this);
_cleanableItems.Remove(this); RemoveFromImmutableSet(ref _sonarVisibleItems, this);
_deconstructItems.Remove(this); RemoveFromImmutableSet(ref _cleanableItems, this);
_turretTargetItems.Remove(this); _deconstructItems.TryRemove(this, out _);
_chairItems.Remove(this); RemoveFromImmutableSet(ref _turretTargetItems, this);
RemoveFromImmutableSet(ref _chairItems, this);
_hasPendingConditionUpdate = false;
RemoveFromDroppedStack(allowClientExecute: true); RemoveFromDroppedStack(allowClientExecute: true);
} }
@@ -1,4 +1,6 @@
using System; using System;
using System.Collections.Generic;
using System.Linq;
using MoonSharp.Interpreter; using MoonSharp.Interpreter;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using FarseerPhysics.Dynamics; using FarseerPhysics.Dynamics;
@@ -251,6 +253,28 @@ namespace Barotrauma
RegisterEither<Address, AccountId>(); RegisterEither<Address, AccountId>();
RegisterImmutableArray<FactionPrefab.HireableCharacter>(); RegisterImmutableArray<FactionPrefab.HireableCharacter>();
RegisterThreadSafeList<Character, ThreadSafeCharacterList>();
RegisterThreadSafeList<WayPoint, ThreadSafeWayPointList>();
RegisterThreadSafeList<Submarine, ThreadSafeSubmarineList>();
RegisterThreadSafeList<MapEntity, ThreadSafeMapEntityList>();
RegisterThreadSafeList<Hull, ThreadSafeHullList>();
RegisterThreadSafeList<Gap, ThreadSafeGapList>();
RegisterThreadSafeList<Structure, ThreadSafeStructureList>();
RegisterThreadSafeList<AITarget, ThreadSafeAITargetList>();
RegisterThreadSafeList<PhysicsBody, ThreadSafePhysicsBodyList>();
RegisterImmutableList<Event>();
RegisterImmutableList<EventSet>();
RegisterImmutableList<Sprite>();
RegisterImmutableHashSet<Event>();
RegisterImmutableHashSet<Identifier>();
RegisterImmutableHashSet<LocationConnection>();
RegisterImmutableDictionary<Identifier, EventPrefab>();
RegisterImmutableDictionary<EventSet, ImmutableList<Event>>();
} }
private static void RegisterImmutableArray<T>() private static void RegisterImmutableArray<T>()
@@ -414,5 +438,103 @@ namespace Barotrauma
return (T1 a, T2 b, T3 c, T4 d) => function.Call(a, b, c, d).ToObject<T5>(); return (T1 a, T2 b, T3 c, T4 d) => function.Call(a, b, c, d).ToObject<T5>();
}); });
} }
private void RegisterThreadSafeList<TItem, TList>() where TList : IEnumerable<TItem>
{
Script.GlobalOptions.CustomConverters.SetClrToScriptCustomConversion(
typeof(TList),
(Script script, object obj) =>
{
if (obj is IEnumerable<TItem> enumerable)
{
var table = new Table(script);
int i = 1;
foreach (var item in enumerable)
{
table[i++] = DynValue.FromObject(script, item);
}
return DynValue.NewTable(table);
}
return DynValue.Nil;
}
);
}
private void RegisterImmutableList<T>()
{
Script.GlobalOptions.CustomConverters.SetClrToScriptCustomConversion(
typeof(ImmutableList<T>),
(Script script, object obj) =>
{
if (obj is ImmutableList<T> list)
{
var table = new Table(script);
int i = 1;
foreach (var item in list)
{
table[i++] = DynValue.FromObject(script, item);
}
return DynValue.NewTable(table);
}
return DynValue.Nil;
}
);
// Lua table -> ImmutableList<T>
Script.GlobalOptions.CustomConverters.SetScriptToClrCustomConversion(
DataType.Table,
typeof(ImmutableList<T>),
v => v.ToObject<T[]>().ToImmutableList()
);
}
private void RegisterImmutableHashSet<T>()
{
Script.GlobalOptions.CustomConverters.SetClrToScriptCustomConversion(
typeof(ImmutableHashSet<T>),
(Script script, object obj) =>
{
if (obj is ImmutableHashSet<T> set)
{
var table = new Table(script);
int i = 1;
foreach (var item in set)
{
table[i++] = DynValue.FromObject(script, item);
}
return DynValue.NewTable(table);
}
return DynValue.Nil;
}
);
// Lua table -> ImmutableHashSet<T>
Script.GlobalOptions.CustomConverters.SetScriptToClrCustomConversion(
DataType.Table,
typeof(ImmutableHashSet<T>),
v => v.ToObject<T[]>().ToImmutableHashSet()
);
}
private void RegisterImmutableDictionary<TKey, TValue>()
{
Script.GlobalOptions.CustomConverters.SetClrToScriptCustomConversion(
typeof(ImmutableDictionary<TKey, TValue>),
(Script script, object obj) =>
{
if (obj is ImmutableDictionary<TKey, TValue> dict)
{
var table = new Table(script);
foreach (var kvp in dict)
{
table[DynValue.FromObject(script, kvp.Key)] =
DynValue.FromObject(script, kvp.Value);
}
return DynValue.NewTable(table);
}
return DynValue.Nil;
}
);
}
} }
} }
@@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Globalization; using System.Globalization;
using System.Linq; using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
using Barotrauma.Extensions; using Barotrauma.Extensions;
using Barotrauma.Items.Components; using Barotrauma.Items.Components;
@@ -14,6 +15,55 @@ using Microsoft.Xna.Framework;
namespace Barotrauma.MapCreatures.Behavior namespace Barotrauma.MapCreatures.Behavior
{ {
/// <summary>
/// Thread-safe wrapper for BallastFloraBehavior list operations.
/// Uses copy-on-write pattern for lock-free reads.
/// </summary>
internal class ThreadSafeBallastFloraList : IEnumerable<BallastFloraBehavior>
{
private volatile List<BallastFloraBehavior> _list = new List<BallastFloraBehavior>();
private readonly object _writeLock = new object();
public int Count => _list.Count;
public void Add(BallastFloraBehavior entity)
{
lock (_writeLock)
{
var newList = new List<BallastFloraBehavior>(_list) { entity };
Interlocked.Exchange(ref _list, newList);
}
}
public bool Remove(BallastFloraBehavior entity)
{
lock (_writeLock)
{
var newList = new List<BallastFloraBehavior>(_list);
bool removed = newList.Remove(entity);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
public void Clear()
{
Interlocked.Exchange(ref _list, new List<BallastFloraBehavior>());
}
public IEnumerator<BallastFloraBehavior> GetEnumerator() => _list.GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
// LINQ-friendly methods
public List<BallastFloraBehavior> ToList() => new List<BallastFloraBehavior>(_list);
public bool Any() => _list.Any();
public bool Any(Func<BallastFloraBehavior, bool> predicate) => _list.Any(predicate);
public IEnumerable<BallastFloraBehavior> Where(Func<BallastFloraBehavior, bool> predicate) => _list.Where(predicate);
}
class BallastFloraBranch : VineTile class BallastFloraBranch : VineTile
{ {
public readonly BallastFloraBehavior? ParentBallastFlora; public readonly BallastFloraBehavior? ParentBallastFlora;
@@ -132,7 +182,7 @@ namespace Barotrauma.MapCreatures.Behavior
public List<Tuple<Vector2, Vector2>> debugSearchLines = new List<Tuple<Vector2, Vector2>>(); public List<Tuple<Vector2, Vector2>> debugSearchLines = new List<Tuple<Vector2, Vector2>>();
#endif #endif
private readonly static List<BallastFloraBehavior> _entityList = new List<BallastFloraBehavior>(); private readonly static ThreadSafeBallastFloraList _entityList = new ThreadSafeBallastFloraList();
public static IEnumerable<BallastFloraBehavior> EntityList => _entityList; public static IEnumerable<BallastFloraBehavior> EntityList => _entityList;
public enum NetworkHeader public enum NetworkHeader
@@ -308,6 +358,12 @@ namespace Barotrauma.MapCreatures.Behavior
private BallastFloraBranch? root; private BallastFloraBranch? root;
private readonly List<Body> bodies = new List<Body>(); private readonly List<Body> bodies = new List<Body>();
/// <summary>
/// Branches that need physics bodies created on the main thread.
/// </summary>
private readonly List<BallastFloraBranch> pendingBodyCreations = new List<BallastFloraBranch>();
private readonly object pendingBodyCreationsLock = new object();
private bool isDead; private bool isDead;
public readonly BallastFloraStateMachine StateMachine; public readonly BallastFloraStateMachine StateMachine;
@@ -347,7 +403,8 @@ namespace Barotrauma.MapCreatures.Behavior
} }
} }
UpdateConnections(branch); UpdateConnections(branch);
CreateBody(branch); // OnMapLoaded runs on the main thread, so we can create bodies immediately
CreateBody(branch, immediate: true);
} }
} }
@@ -998,10 +1055,52 @@ namespace Barotrauma.MapCreatures.Behavior
} }
/// <summary> /// <summary>
/// Create a body for a branch which works as the hitbox for flamer /// Queue a physics body creation for a branch.
/// The actual body will be created on the main thread to ensure thread safety.
/// </summary> /// </summary>
/// <param name="branch"></param> /// <param name="branch">The branch to create a body for</param>
private void CreateBody(BallastFloraBranch branch) /// <param name="immediate">If true, create the body immediately (only safe when called from main thread)</param>
private void CreateBody(BallastFloraBranch branch, bool immediate = false)
{
if (immediate)
{
CreateBodyImmediate(branch);
return;
}
lock (pendingBodyCreationsLock)
{
pendingBodyCreations.Add(branch);
}
PhysicsBodyQueue.EnqueueCreation(() => ProcessPendingBodyCreations());
}
/// <summary>
/// Process all pending body creations on the main thread.
/// This ensures Farseer Physics operations are thread-safe.
/// </summary>
private void ProcessPendingBodyCreations()
{
List<BallastFloraBranch> branchesToProcess;
lock (pendingBodyCreationsLock)
{
if (pendingBodyCreations.Count == 0) { return; }
branchesToProcess = new List<BallastFloraBranch>(pendingBodyCreations);
pendingBodyCreations.Clear();
}
foreach (var branch in branchesToProcess)
{
if (branch.Removed) { continue; }
CreateBodyImmediate(branch);
}
}
/// <summary>
/// Actually create the physics body for a branch.
/// Must be called on the main thread.
/// </summary>
private void CreateBodyImmediate(BallastFloraBranch branch)
{ {
Rectangle rect = branch.Rect; Rectangle rect = branch.Rect;
Vector2 pos = Parent.Position + Offset + branch.Position; Vector2 pos = Parent.Position + Offset + branch.Position;
@@ -1,5 +1,6 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using Barotrauma.IO; using Barotrauma.IO;
@@ -20,10 +21,10 @@ namespace Barotrauma
public const ushort MaxEntityCount = ushort.MaxValue - 4; //ushort.MaxValue - 4 because the 4 values above are reserved values public const ushort MaxEntityCount = ushort.MaxValue - 4; //ushort.MaxValue - 4 because the 4 values above are reserved values
private static readonly Dictionary<ushort, Entity> dictionary = new Dictionary<ushort, Entity>(); private static readonly ConcurrentDictionary<ushort, Entity> dictionary = new ConcurrentDictionary<ushort, Entity>();
public static IReadOnlyCollection<Entity> GetEntities() public static IReadOnlyCollection<Entity> GetEntities()
{ {
return dictionary.Values; return (IReadOnlyCollection<Entity>)dictionary.Values;
} }
public static int EntityCount => dictionary.Count; public static int EntityCount => dictionary.Count;
@@ -122,13 +123,11 @@ namespace Barotrauma
//give a unique ID //give a unique ID
ID = DetermineID(id, submarine); ID = DetermineID(id, submarine);
if (dictionary.ContainsKey(ID)) if (!dictionary.TryAdd(ID, this))
{ {
throw new Exception($"ID {ID} is taken by {dictionary[ID]}"); throw new Exception($"ID {ID} is taken by {dictionary[ID]}");
} }
dictionary.Add(ID, this);
CreationStackTrace = ""; CreationStackTrace = "";
#if DEBUG #if DEBUG
var st = new StackTrace(skipFrames: 2, fNeedFileInfo: true); var st = new StackTrace(skipFrames: 2, fNeedFileInfo: true);
@@ -147,7 +146,6 @@ namespace Barotrauma
CreationStackTrace += $"{fileName}@{fileLineNumber}; "; CreationStackTrace += $"{fileName}@{fileLineNumber}; ";
} }
#endif #endif
#warning TODO: consider removing this mutex, entity creation probably shouldn't be multithreaded
lock (creationCounterMutex) lock (creationCounterMutex)
{ {
CreationIndex = creationCounter; CreationIndex = creationCounter;
@@ -261,7 +259,7 @@ namespace Barotrauma
DebugConsole.ThrowError($"Error while removing item \"{item}\"", exception); DebugConsole.ThrowError($"Error while removing item \"{item}\"", exception);
} }
} }
Item.ItemList.Clear(); Item.ClearAllItemCollections();
} }
if (Character.CharacterList.Count > 0) if (Character.CharacterList.Count > 0)
{ {
@@ -325,7 +323,7 @@ namespace Barotrauma
} }
else else
{ {
dictionary.Remove(ID); dictionary.TryRemove(ID, out _);
} }
IdFreed = true; IdFreed = true;
} }
@@ -7,6 +7,7 @@ using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading;
namespace Barotrauma namespace Barotrauma
{ {
@@ -648,7 +649,11 @@ namespace Barotrauma
} }
} }
private static readonly Dictionary<Structure, float> damagedStructures = new Dictionary<Structure, float>(); // ThreadLocal for thread-safe structure damage tracking
private static readonly ThreadLocal<Dictionary<Structure, float>> damagedStructuresLocal =
new ThreadLocal<Dictionary<Structure, float>>(() => new Dictionary<Structure, float>());
private static Dictionary<Structure, float> damagedStructures => damagedStructuresLocal.Value;
/// <summary> /// <summary>
/// Returns a dictionary where the keys are the structures that took damage and the values are the amount of damage taken /// Returns a dictionary where the keys are the structures that took damage and the values are the amount of damage taken
/// </summary> /// </summary>
@@ -10,13 +10,71 @@ using System;
using System.Collections.Concurrent; using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
namespace Barotrauma namespace Barotrauma
{ {
/// <summary>
/// Thread-safe wrapper for Gap list operations.
/// Uses copy-on-write pattern for lock-free reads.
/// </summary>
internal class ThreadSafeGapList : IEnumerable<Gap>
{
private volatile List<Gap> _list = new List<Gap>();
private readonly object _writeLock = new object();
public int Count => _list.Count;
public void Add(Gap gap)
{
lock (_writeLock)
{
var newList = new List<Gap>(_list) { gap };
Interlocked.Exchange(ref _list, newList);
}
}
public bool Remove(Gap gap)
{
lock (_writeLock)
{
var newList = new List<Gap>(_list);
bool removed = newList.Remove(gap);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
public void Clear()
{
Interlocked.Exchange(ref _list, new List<Gap>());
}
public bool Contains(Gap gap) => _list.Contains(gap);
public Gap this[int index] => _list[index];
public IEnumerator<Gap> GetEnumerator() => _list.GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
// LINQ-friendly methods
public List<Gap> ToList() => new List<Gap>(_list);
public Gap FirstOrDefault(Func<Gap, bool> predicate) => _list.FirstOrDefault(predicate);
public Gap Find(Predicate<Gap> predicate) => _list.Find(predicate);
public List<Gap> FindAll(Predicate<Gap> predicate) => _list.FindAll(predicate);
public IEnumerable<Gap> Where(Func<Gap, bool> predicate) => _list.Where(predicate);
public bool Any() => _list.Any();
public bool Any(Func<Gap, bool> predicate) => _list.Any(predicate);
public IOrderedEnumerable<Gap> OrderBy<TKey>(Func<Gap, TKey> keySelector) => _list.OrderBy(keySelector);
}
partial class Gap : MapEntity, ISerializableEntity partial class Gap : MapEntity, ISerializableEntity
{ {
public static List<Gap> GapList = new List<Gap>(); public static ThreadSafeGapList GapList = new ThreadSafeGapList();
const float MaxFlowForce = 500.0f; const float MaxFlowForce = 500.0f;
@@ -6,6 +6,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Globalization; using System.Globalization;
using System.Linq; using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
using Barotrauma.MapCreatures.Behavior; using Barotrauma.MapCreatures.Behavior;
using Barotrauma.Items.Components; using Barotrauma.Items.Components;
@@ -13,6 +14,116 @@ using Barotrauma.Extensions;
namespace Barotrauma namespace Barotrauma
{ {
/// <summary>
/// Thread-safe wrapper for Hull list operations.
/// Uses copy-on-write pattern for lock-free reads.
/// </summary>
internal class ThreadSafeHullList : IEnumerable<Hull>
{
private volatile List<Hull> _list = new List<Hull>();
private readonly object _writeLock = new object();
public int Count => _list.Count;
public void Add(Hull hull)
{
lock (_writeLock)
{
var newList = new List<Hull>(_list) { hull };
Interlocked.Exchange(ref _list, newList);
}
}
public bool Remove(Hull hull)
{
lock (_writeLock)
{
var newList = new List<Hull>(_list);
bool removed = newList.Remove(hull);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
public void Clear()
{
Interlocked.Exchange(ref _list, new List<Hull>());
}
public bool Contains(Hull hull) => _list.Contains(hull);
public Hull this[int index] => _list[index];
public IEnumerator<Hull> GetEnumerator() => _list.GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
// LINQ-friendly methods
public List<Hull> ToList() => new List<Hull>(_list);
public Hull FirstOrDefault(Func<Hull, bool> predicate) => _list.FirstOrDefault(predicate);
public Hull Find(Predicate<Hull> predicate) => _list.Find(predicate);
public List<Hull> FindAll(Predicate<Hull> predicate) => _list.FindAll(predicate);
public IEnumerable<Hull> Where(Func<Hull, bool> predicate) => _list.Where(predicate);
public bool Any() => _list.Any();
public bool Any(Func<Hull, bool> predicate) => _list.Any(predicate);
public bool Exists(Predicate<Hull> predicate) => _list.Exists(predicate);
public void ForEach(Action<Hull> action) => _list.ForEach(action);
}
/// <summary>
/// Thread-safe wrapper for EntityGrid list operations.
/// Uses copy-on-write pattern for lock-free reads.
/// </summary>
internal class ThreadSafeEntityGridList : IEnumerable<EntityGrid>
{
private volatile List<EntityGrid> _list = new List<EntityGrid>();
private readonly object _writeLock = new object();
public int Count => _list.Count;
public void Add(EntityGrid grid)
{
lock (_writeLock)
{
var newList = new List<EntityGrid>(_list) { grid };
Interlocked.Exchange(ref _list, newList);
}
}
public bool Remove(EntityGrid grid)
{
lock (_writeLock)
{
var newList = new List<EntityGrid>(_list);
bool removed = newList.Remove(grid);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
public void Clear()
{
Interlocked.Exchange(ref _list, new List<EntityGrid>());
}
public EntityGrid this[int index] => _list[index];
public IEnumerator<EntityGrid> GetEnumerator() => _list.GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
// LINQ-friendly methods
public List<EntityGrid> ToList() => new List<EntityGrid>(_list);
public EntityGrid FirstOrDefault(Func<EntityGrid, bool> predicate) => _list.FirstOrDefault(predicate);
public EntityGrid Find(Predicate<EntityGrid> predicate) => _list.Find(predicate);
public IEnumerable<EntityGrid> Where(Func<EntityGrid, bool> predicate) => _list.Where(predicate);
public bool Any() => _list.Any();
}
partial class BackgroundSection partial class BackgroundSection
{ {
public Rectangle Rect; public Rectangle Rect;
@@ -113,8 +224,8 @@ namespace Barotrauma
partial class Hull : MapEntity, ISerializableEntity, IServerSerializable partial class Hull : MapEntity, ISerializableEntity, IServerSerializable
{ {
public readonly static List<Hull> HullList = new List<Hull>(); public readonly static ThreadSafeHullList HullList = new ThreadSafeHullList();
public readonly static List<EntityGrid> EntityGrids = new List<EntityGrid>(); public readonly static ThreadSafeEntityGridList EntityGrids = new ThreadSafeEntityGridList();
public static bool ShowHulls = true; public static bool ShowHulls = true;
@@ -1107,15 +1218,22 @@ namespace Barotrauma
} }
} }
private readonly HashSet<Hull> adjacentHulls = new HashSet<Hull>(); /// <summary>
/// Used in <see cref="GetConnectedHulls"/> - ThreadLocal for thread safety during parallel updates
/// </summary>
private static readonly ThreadLocal<HashSet<Hull>> adjacentHullsLocal =
new ThreadLocal<HashSet<Hull>>(() => new HashSet<Hull>());
public IEnumerable<Hull> GetConnectedHulls(bool includingThis, int? searchDepth = null, bool ignoreClosedGaps = false) public IEnumerable<Hull> GetConnectedHulls(bool includingThis, int? searchDepth = null, bool ignoreClosedGaps = false)
{ {
var adjacentHulls = adjacentHullsLocal.Value;
adjacentHulls.Clear(); adjacentHulls.Clear();
int startStep = 0; int startStep = 0;
searchDepth ??= 100; searchDepth ??= 100;
GetAdjacentHulls(adjacentHulls, ref startStep, searchDepth.Value, ignoreClosedGaps); GetAdjacentHulls(adjacentHulls, ref startStep, searchDepth.Value, ignoreClosedGaps);
if (!includingThis) { adjacentHulls.Remove(this); } if (!includingThis) { adjacentHulls.Remove(this); }
return adjacentHulls; // Return a copy to prevent concurrent modification if the caller enumerates while another thread calls this method
return adjacentHulls.ToHashSet();
} }
private void GetAdjacentHulls(HashSet<Hull> connectedHulls, ref int step, int searchDepth, bool ignoreClosedGaps = false) private void GetAdjacentHulls(HashSet<Hull> connectedHulls, ref int step, int searchDepth, bool ignoreClosedGaps = false)
@@ -1137,13 +1255,18 @@ namespace Barotrauma
} }
/// <summary> /// <summary>
/// Used in <see cref="GetApproximateDistance"/> /// Used in <see cref="GetApproximateDistance"/> - ThreadLocal for thread safety
/// </summary> /// </summary>
private static readonly Dictionary<Hull, float> cachedDistances = []; private static readonly ThreadLocal<Dictionary<Hull, float>> cachedDistancesLocal =
new ThreadLocal<Dictionary<Hull, float>>(() => new Dictionary<Hull, float>());
/// <summary> /// <summary>
/// Used in <see cref="GetApproximateDistance"/> /// Used in <see cref="GetApproximateDistance"/> - ThreadLocal for thread safety
/// </summary> /// </summary>
private static readonly PriorityQueue<(Hull hull, Vector2 pos), float> priorityQueue = new PriorityQueue<(Hull hull, Vector2 pos), float>(); private static readonly ThreadLocal<PriorityQueue<(Hull hull, Vector2 pos), float>> priorityQueueLocal =
new ThreadLocal<PriorityQueue<(Hull hull, Vector2 pos), float>>(() => new PriorityQueue<(Hull hull, Vector2 pos), float>());
private static Dictionary<Hull, float> cachedDistances => cachedDistancesLocal.Value;
private static PriorityQueue<(Hull hull, Vector2 pos), float> priorityQueue => priorityQueueLocal.Value;
/// <summary> /// <summary>
/// Approximate distance from this hull to the target hull, moving through open gaps without passing through walls. /// Approximate distance from this hull to the target hull, moving through open gaps without passing through walls.
@@ -11,6 +11,7 @@ using System.Collections.Immutable;
using System.Diagnostics; using System.Diagnostics;
using System.Globalization; using System.Globalization;
using System.Linq; using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
using Voronoi2; using Voronoi2;
@@ -3657,9 +3658,15 @@ namespace Barotrauma
return cells; return cells;
} }
private readonly List<VoronoiCell> tempCells = new List<VoronoiCell>(); /// <summary>
/// Used in <see cref="GetCells"/> - ThreadLocal for thread safety during parallel updates
/// </summary>
private static readonly ThreadLocal<List<VoronoiCell>> tempCellsLocal =
new ThreadLocal<List<VoronoiCell>>(() => new List<VoronoiCell>());
public List<VoronoiCell> GetCells(Vector2 worldPos, int searchDepth = 2) public List<VoronoiCell> GetCells(Vector2 worldPos, int searchDepth = 2)
{ {
var tempCells = tempCellsLocal.Value;
tempCells.Clear(); tempCells.Clear();
int gridPosX = (int)Math.Floor(worldPos.X / GridCellSize); int gridPosX = (int)Math.Floor(worldPos.X / GridCellSize);
int gridPosY = (int)Math.Floor(worldPos.Y / GridCellSize); int gridPosY = (int)Math.Floor(worldPos.Y / GridCellSize);
@@ -3714,7 +3721,8 @@ namespace Barotrauma
tempCells.AddRange(abyssIsland.Cells); tempCells.AddRange(abyssIsland.Cells);
} }
return tempCells; // Return a copy to prevent concurrent modification if the caller enumerates while another thread calls this method
return tempCells.ToList();
} }
public VoronoiCell GetClosestCell(Vector2 worldPos) public VoronoiCell GetClosestCell(Vector2 worldPos)
@@ -4784,7 +4792,7 @@ namespace Barotrauma
// BeaconStation.FlipX(); // BeaconStation.FlipX();
// } // }
Item sonarItem = Item.ItemList.Find(it => it.Submarine == BeaconStation && it.GetComponent<Sonar>() != null); Item sonarItem = Item.ItemList.FirstOrDefault(it => it.Submarine == BeaconStation && it.GetComponent<Sonar>() != null);
if (sonarItem == null) if (sonarItem == null)
{ {
DebugConsole.ThrowError($"No sonar found in the beacon station \"{beaconStationName}\"!"); DebugConsole.ThrowError($"No sonar found in the beacon station \"{beaconStationName}\"!");
@@ -4804,7 +4812,7 @@ namespace Barotrauma
throw new InvalidOperationException("Failed to prepare beacon station (no beacon station in the level)."); throw new InvalidOperationException("Failed to prepare beacon station (no beacon station in the level).");
} }
List<Item> beaconItems = Item.ItemList.FindAll(it => it.Submarine == BeaconStation); List<Item> beaconItems = Item.ItemList.Where(it => it.Submarine == BeaconStation).ToList();
Item reactorItem = beaconItems.Find(it => it.GetComponent<Reactor>() != null); Item reactorItem = beaconItems.Find(it => it.GetComponent<Reactor>() != null);
Reactor reactorComponent = null; Reactor reactorComponent = null;
@@ -4850,7 +4858,7 @@ namespace Barotrauma
if (BeaconStation?.Info?.BeaconStationInfo is { AllowDisconnectedWires: false }) { return; } if (BeaconStation?.Info?.BeaconStationInfo is { AllowDisconnectedWires: false }) { return; }
if (disconnectWireProbability <= 0.0f) { return; } if (disconnectWireProbability <= 0.0f) { return; }
List<Item> beaconItems = Item.ItemList.FindAll(it => it.Submarine == BeaconStation); List<Item> beaconItems = Item.ItemList.Where(it => it.Submarine == BeaconStation).ToList();
foreach (Item item in beaconItems.Where(it => it.GetComponent<Wire>() != null).ToList()) foreach (Item item in beaconItems.Where(it => it.GetComponent<Wire>() != null).ToList())
{ {
if (item.NonInteractable || item.InvulnerableToDamage) { continue; } if (item.NonInteractable || item.InvulnerableToDamage) { continue; }
@@ -4888,7 +4896,7 @@ namespace Barotrauma
if (breakDeviceProbability <= 0.0f) { return; } if (breakDeviceProbability <= 0.0f) { return; }
//break powered items //break powered items
List<Item> beaconItems = Item.ItemList.FindAll(it => it.Submarine == BeaconStation); List<Item> beaconItems = Item.ItemList.Where(it => it.Submarine == BeaconStation).ToList();
foreach (Item item in beaconItems.Where(it => it.Components.Any(c => c is Powered) && it.Components.Any(c => c is Repairable))) foreach (Item item in beaconItems.Where(it => it.Components.Any(c => c is Powered) && it.Components.Any(c => c is Repairable)))
{ {
if (item.NonInteractable || item.InvulnerableToDamage) { continue; } if (item.NonInteractable || item.InvulnerableToDamage) { continue; }
@@ -5203,7 +5211,7 @@ namespace Barotrauma
UnsyncedExtraWalls = null; UnsyncedExtraWalls = null;
} }
tempCells?.Clear(); tempCellsLocal?.Value?.Clear();
cells = null; cells = null;
cellGrid = null; cellGrid = null;
@@ -673,13 +673,17 @@ namespace Barotrauma
} }
} }
private static readonly List<Entity> triggerersToRemove = new List<Entity>();
public static void RemoveInActiveTriggerers(PhysicsBody physicsBody, HashSet<Entity> triggerers) public static void RemoveInActiveTriggerers(PhysicsBody physicsBody, HashSet<Entity> triggerers)
{ {
if (physicsBody == null) { return; } if (physicsBody == null) { return; }
triggerersToRemove.Clear(); // Use local list instead of static field to avoid concurrent access issues during parallel updates
foreach (var triggerer in triggerers) var triggerersToRemove = new List<Entity>();
// Create snapshot to avoid concurrent modification during enumeration
var triggererSnapshot = triggerers.ToArray();
foreach (var triggerer in triggererSnapshot)
{ {
if (triggerer.Removed) if (triggerer.Removed)
{ {
@@ -1371,7 +1371,7 @@ namespace Barotrauma
{ {
foreach (TakenItem takenItem in takenItems) foreach (TakenItem takenItem in takenItems)
{ {
Item item = Item.ItemList.Find(it => takenItem.Matches(it)); Item item = Item.ItemList.FirstOrDefault(it => takenItem.Matches(it));
item?.Remove(); item?.Remove();
} }
} }
@@ -6,14 +6,112 @@ using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Linq; using System.Linq;
using System.Reflection; using System.Reflection;
using System.Threading;
using System.Threading.Tasks; using System.Threading.Tasks;
using System.Xml.Linq; using System.Xml.Linq;
using static OneOf.Types.TrueFalseOrNull;
namespace Barotrauma namespace Barotrauma
{ {
/// <summary>
/// Thread-safe wrapper for MapEntity list operations.
/// Uses copy-on-write pattern for lock-free reads.
/// </summary>
internal class ThreadSafeMapEntityList : IEnumerable<MapEntity>
{
private volatile List<MapEntity> _list = new List<MapEntity>();
private readonly object _writeLock = new object();
public int Count => _list.Count;
public void Add(MapEntity entity)
{
lock (_writeLock)
{
var newList = new List<MapEntity>(_list) { entity };
Interlocked.Exchange(ref _list, newList);
}
}
public void Insert(int index, MapEntity entity)
{
lock (_writeLock)
{
var newList = new List<MapEntity>(_list);
newList.Insert(index, entity);
Interlocked.Exchange(ref _list, newList);
}
}
/// <summary>
/// Atomically inserts an entity at a position determined by the insertAction.
/// The insertAction is executed within the lock to ensure thread-safety.
/// </summary>
public void InsertWithAction(MapEntity entity, Action<List<MapEntity>, MapEntity> insertAction)
{
lock (_writeLock)
{
var newList = new List<MapEntity>(_list);
insertAction(newList, entity);
Interlocked.Exchange(ref _list, newList);
}
}
public bool Remove(MapEntity entity)
{
lock (_writeLock)
{
var newList = new List<MapEntity>(_list);
bool removed = newList.Remove(entity);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
public int RemoveAll(Predicate<MapEntity> match)
{
lock (_writeLock)
{
var newList = new List<MapEntity>(_list);
int count = newList.RemoveAll(match);
if (count > 0)
{
Interlocked.Exchange(ref _list, newList);
}
return count;
}
}
public void Clear()
{
Interlocked.Exchange(ref _list, new List<MapEntity>());
}
public bool Contains(MapEntity entity) => _list.Contains(entity);
public MapEntity this[int index] => _list[index];
public IEnumerator<MapEntity> GetEnumerator() => _list.GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
// LINQ-friendly methods that work on a snapshot
public List<MapEntity> ToList() => new List<MapEntity>(_list);
public MapEntity FirstOrDefault(Func<MapEntity, bool> predicate) => _list.FirstOrDefault(predicate);
public MapEntity Find(Predicate<MapEntity> predicate) => _list.Find(predicate);
public List<MapEntity> FindAll(Predicate<MapEntity> predicate) => _list.FindAll(predicate);
public IEnumerable<MapEntity> Where(Func<MapEntity, bool> predicate) => _list.Where(predicate);
public bool Any(Func<MapEntity, bool> predicate) => _list.Any(predicate);
public bool Exists(Predicate<MapEntity> predicate) => _list.Exists(predicate);
public IOrderedEnumerable<MapEntity> OrderBy<TKey>(Func<MapEntity, TKey> keySelector) => _list.OrderBy(keySelector);
public void ForEach(Action<MapEntity> action) => _list.ForEach(action);
}
abstract partial class MapEntity : Entity, ISpatialEntity abstract partial class MapEntity : Entity, ISpatialEntity
{ {
public readonly static List<MapEntity> MapEntityList = new List<MapEntity>(); public readonly static ThreadSafeMapEntityList MapEntityList = new ThreadSafeMapEntityList();
public readonly MapEntityPrefab Prefab; public readonly MapEntityPrefab Prefab;
@@ -559,45 +657,51 @@ namespace Barotrauma
return; return;
} }
// Use atomic insertion to ensure thread-safety
MapEntityList.InsertWithAction(this, (list, entity) =>
{
int i = 0;
//sort damageable walls by sprite depth: //sort damageable walls by sprite depth:
//necessary because rendering the damage effect starts a new sprite batch and breaks the order otherwise //necessary because rendering the damage effect starts a new sprite batch and breaks the order otherwise
int i = 0; if (entity is Structure { DrawDamageEffect: true } structure)
if (this is Structure { DrawDamageEffect: true } structure)
{ {
//insertion sort according to draw depth //insertion sort according to draw depth
float drawDepth = structure.SpriteDepth; float drawDepth = structure.SpriteDepth;
while (i < MapEntityList.Count) while (i < list.Count)
{ {
float otherDrawDepth = (MapEntityList[i] as Structure)?.SpriteDepth ?? 1.0f; float otherDrawDepth = (list[i] as Structure)?.SpriteDepth ?? 1.0f;
if (otherDrawDepth < drawDepth) { break; } if (otherDrawDepth < drawDepth) { break; }
i++; i++;
} }
MapEntityList.Insert(i, this); list.Insert(i, entity);
return; return;
} }
i = 0; i = 0;
while (i < MapEntityList.Count) var mapEntity = (MapEntity)entity;
while (i < list.Count)
{ {
i++; i++;
if (MapEntityList[i - 1]?.Prefab == Prefab) if (list[i - 1]?.Prefab == mapEntity.Prefab)
{ {
MapEntityList.Insert(i, this); list.Insert(i, entity);
return; return;
} }
} }
#if CLIENT #if CLIENT
i = 0; i = 0;
while (i < MapEntityList.Count) while (i < list.Count)
{ {
i++; i++;
Sprite existingSprite = MapEntityList[i - 1].Sprite; Sprite existingSprite = list[i - 1].Sprite;
if (existingSprite == null) { continue; } if (existingSprite == null) { continue; }
if (existingSprite.Texture == this.Sprite.Texture) { break; } if (existingSprite.Texture == mapEntity.Sprite?.Texture) { break; }
} }
#endif #endif
MapEntityList.Insert(i, this); list.Insert(i, entity);
});
} }
/// <summary> /// <summary>
@@ -642,7 +746,7 @@ namespace Barotrauma
/// </summary> /// </summary>
public static void UpdateAll(float deltaTime, Camera cam, ParallelOptions parallelOptions) public static void UpdateAll(float deltaTime, Camera cam, ParallelOptions parallelOptions)
{ {
mapEntityUpdateTick++; Random rand = new Random();
#if CLIENT #if CLIENT
var sw = new System.Diagnostics.Stopwatch(); var sw = new System.Diagnostics.Stopwatch();
sw.Start(); sw.Start();
@@ -655,59 +759,67 @@ namespace Barotrauma
List<Gap> gapList = Gap.GapList.ToList(); List<Gap> gapList = Gap.GapList.ToList();
// This should never break again... right? // This should never break again... right?
//update gaps in random order, because otherwise in rooms with multiple gaps
//the water/air will always tend to flow through the first gap in the list,
//which may lead to weird behavior like water draining down only through
//one gap in a room even if there are several
int n = gapList.Count; int n = gapList.Count;
while (n > 1) while (n > 1)
{ {
n--; n--;
int k = Rand.Int(n + 1); int k = rand.Next(n + 1);
(gapList[n], gapList[k]) = (gapList[k], gapList[n]); (gapList[n], gapList[k]) = (gapList[k], gapList[n]);
} }
var itemList = Item.ItemList.ToList(); var itemList = Item.ItemList.ToList();
int mapEntityUpdateInterval = Math.Max(MapEntityUpdateInterval, 1); // First phase: parallel updates that have no order dependencies
int poweredUpdateInterval = Math.Max(PoweredUpdateInterval, 1);
if (mapEntityUpdateTick % mapEntityUpdateInterval == 0)
{
float mapEntityDeltaTime = deltaTime * mapEntityUpdateInterval;
Parallel.Invoke(parallelOptions, Parallel.Invoke(parallelOptions,
() => () =>
{ {
Parallel.ForEach(hullList, parallelOptions, hull => Parallel.ForEach(hullList, parallelOptions, hull =>
{ {
hull.Update(mapEntityDeltaTime, cam); hull.Update(deltaTime, cam);
}); });
}, },
// Structure parallel update
() => () =>
{ {
Parallel.ForEach(structureList, parallelOptions, structure => Parallel.ForEach(structureList, parallelOptions, structure =>
{ {
structure.Update(mapEntityDeltaTime, cam); PhysicsBodyQueue.IsInParallelContext = true;
}); try
}); {
structure.Update(deltaTime, cam);
} }
finally
{
PhysicsBodyQueue.IsInParallelContext = false;
}
});
},
() =>
//update gaps in random order, because otherwise in rooms with multiple gaps
//the water/air will always tend to flow through the first gap in the list,
//which may lead to weird behavior like water draining down only through
//one gap in a room even if there are several
foreach (Gap gap in gapList) // moved waterflow reset here to see if we can reduce at least some time
{
// PLEASE WORK
Parallel.ForEach(gapList, parallelOptions, gap =>
{ {
gap.ResetWaterFlowThisFrame(); gap.ResetWaterFlowThisFrame();
}
foreach (Gap gap in gapList)
{
gap.Update(deltaTime, cam); gap.Update(deltaTime, cam);
} });
},
if (mapEntityUpdateTick % poweredUpdateInterval == 0) // Powered components update
() =>
{ {
Powered.UpdatePower(deltaTime * poweredUpdateInterval); Powered.UpdatePower(deltaTime);
} }
);
// Process any physics operations queued during Hull/Structure updates.
// BallastFlora growth (from Hull.Update) may queue physics body creations/transforms.
PhysicsBodyQueue.ProcessPendingOperations();
#if CLIENT #if CLIENT
// Hull Cheats need to be executed after Hull update // Hull Cheats need to be executed after Hull update
@@ -723,19 +835,15 @@ namespace Barotrauma
// Item update (Item.Update() is not thread-safe and must be executed on the main thread) // Item update (Item.Update() is not thread-safe and must be executed on the main thread)
Item.UpdatePendingConditionUpdates(deltaTime); Item.UpdatePendingConditionUpdates(deltaTime);
if (mapEntityUpdateTick % mapEntityUpdateInterval == 0)
{
float itemDeltaTime = deltaTime * mapEntityUpdateInterval;
Item lastUpdatedItem = null; Item lastUpdatedItem = null;
try try
{ {
foreach (Item item in itemList) Parallel.ForEach(itemList, parallelOptions, item =>
{ {
if (LuaCsSetup.Instance.Game.UpdatePriorityItems.Contains(item)) { continue; }
lastUpdatedItem = item; lastUpdatedItem = item;
item.Update(itemDeltaTime, cam); item.Update(deltaTime, cam);
} });
} }
catch (InvalidOperationException e) catch (InvalidOperationException e)
{ {
@@ -745,20 +853,9 @@ namespace Barotrauma
$"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}"); $"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}");
throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e); throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
} }
}
foreach (var item in LuaCsSetup.Instance.Game.UpdatePriorityItems) UpdateAllProjSpecific(deltaTime);
{
if (item.Removed) { continue; }
item.Update(deltaTime, cam);
}
if (mapEntityUpdateTick % mapEntityUpdateInterval == 0)
{
UpdateAllProjSpecific(deltaTime * mapEntityUpdateInterval);
Spawner?.Update(); Spawner?.Update();
}
#if CLIENT #if CLIENT
sw.Stop(); sw.Stop();
@@ -7,6 +7,7 @@ using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
using System.Collections.Immutable; using System.Collections.Immutable;
using Barotrauma.Abilities; using Barotrauma.Abilities;
@@ -18,6 +19,63 @@ using Barotrauma.Lights;
namespace Barotrauma namespace Barotrauma
{ {
/// <summary>
/// Thread-safe wrapper for Structure list operations.
/// Uses copy-on-write pattern for lock-free reads.
/// </summary>
internal class ThreadSafeStructureList : IEnumerable<Structure>
{
private volatile List<Structure> _list = new List<Structure>();
private readonly object _writeLock = new object();
public int Count => _list.Count;
public void Add(Structure structure)
{
lock (_writeLock)
{
var newList = new List<Structure>(_list) { structure };
Interlocked.Exchange(ref _list, newList);
}
}
public bool Remove(Structure structure)
{
lock (_writeLock)
{
var newList = new List<Structure>(_list);
bool removed = newList.Remove(structure);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
public void Clear()
{
Interlocked.Exchange(ref _list, new List<Structure>());
}
public bool Contains(Structure structure) => _list.Contains(structure);
public Structure this[int index] => _list[index];
public IEnumerator<Structure> GetEnumerator() => _list.GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
// LINQ-friendly methods
public List<Structure> ToList() => new List<Structure>(_list);
public Structure FirstOrDefault(Func<Structure, bool> predicate) => _list.FirstOrDefault(predicate);
public Structure Find(Predicate<Structure> predicate) => _list.Find(predicate);
public List<Structure> FindAll(Predicate<Structure> predicate) => _list.FindAll(predicate);
public IEnumerable<Structure> Where(Func<Structure, bool> predicate) => _list.Where(predicate);
public bool Any() => _list.Any();
public bool Any(Func<Structure, bool> predicate) => _list.Any(predicate);
public void ForEach(Action<Structure> action) => _list.ForEach(action);
}
partial class WallSection : IIgnorable partial class WallSection : IIgnorable
{ {
public Rectangle rect; public Rectangle rect;
@@ -48,7 +106,7 @@ namespace Barotrauma
partial class Structure : MapEntity, IDamageable, IServerSerializable, ISerializableEntity partial class Structure : MapEntity, IDamageable, IServerSerializable, ISerializableEntity
{ {
public const int WallSectionSize = 96; public const int WallSectionSize = 96;
public static List<Structure> WallList = new List<Structure>(); public static ThreadSafeStructureList WallList = new ThreadSafeStructureList();
const float LeakThreshold = 0.1f; const float LeakThreshold = 0.1f;
const float BigGapThreshold = 0.7f; const float BigGapThreshold = 0.7f;
@@ -10,12 +10,71 @@ using System.Collections.Generic;
using System.Collections.Immutable; using System.Collections.Immutable;
using System.Diagnostics; using System.Diagnostics;
using System.Linq; using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
using Barotrauma.PerkBehaviors; using Barotrauma.PerkBehaviors;
using Voronoi2; using Voronoi2;
namespace Barotrauma namespace Barotrauma
{ {
/// <summary>
/// Thread-safe wrapper for Submarine list operations.
/// Uses copy-on-write pattern for lock-free reads.
/// </summary>
internal class ThreadSafeSubmarineList : IEnumerable<Submarine>
{
private volatile List<Submarine> _list = new List<Submarine>();
private readonly object _writeLock = new object();
public int Count => _list.Count;
public void Add(Submarine submarine)
{
lock (_writeLock)
{
var newList = new List<Submarine>(_list) { submarine };
Interlocked.Exchange(ref _list, newList);
}
}
public bool Remove(Submarine submarine)
{
lock (_writeLock)
{
var newList = new List<Submarine>(_list);
bool removed = newList.Remove(submarine);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
public void Clear()
{
Interlocked.Exchange(ref _list, new List<Submarine>());
}
public bool Contains(Submarine submarine) => _list.Contains(submarine);
public Submarine this[int index] => _list[index];
public IEnumerator<Submarine> GetEnumerator() => _list.GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
// LINQ-friendly methods
public List<Submarine> ToList() => new List<Submarine>(_list);
public Submarine FirstOrDefault(Func<Submarine, bool> predicate) => _list.FirstOrDefault(predicate);
public Submarine Find(Predicate<Submarine> predicate) => _list.Find(predicate);
public List<Submarine> FindAll(Predicate<Submarine> predicate) => _list.FindAll(predicate);
public IEnumerable<Submarine> Where(Func<Submarine, bool> predicate) => _list.Where(predicate);
public bool Any() => _list.Any();
public bool Any(Func<Submarine, bool> predicate) => _list.Any(predicate);
public float Sum(Func<Submarine, float> selector) => _list.Sum(selector);
public IEnumerable<TResult> Select<TResult>(Func<Submarine, TResult> selector) => _list.Select(selector);
}
public enum Direction : byte public enum Direction : byte
{ {
None = 0, Left = 1, Right = 2 None = 0, Left = 1, Right = 2
@@ -71,7 +130,7 @@ namespace Barotrauma
get { return MainSubs[0]; } get { return MainSubs[0]; }
set { MainSubs[0] = value; } set { MainSubs[0] = value; }
} }
private static readonly List<Submarine> loaded = new List<Submarine>(); private static readonly ThreadSafeSubmarineList loaded = new ThreadSafeSubmarineList();
private readonly Identifier upgradeEventIdentifier; private readonly Identifier upgradeEventIdentifier;
@@ -96,10 +155,11 @@ namespace Barotrauma
} }
} }
private static Vector2 lastPickedPosition; // ThreadLocal for thread-safe ray casting results
private static float lastPickedFraction; private static readonly ThreadLocal<Vector2> lastPickedPositionLocal = new ThreadLocal<Vector2>();
private static Fixture lastPickedFixture; private static readonly ThreadLocal<float> lastPickedFractionLocal = new ThreadLocal<float>();
private static Vector2 lastPickedNormal; private static readonly ThreadLocal<Fixture> lastPickedFixtureLocal = new ThreadLocal<Fixture>();
private static readonly ThreadLocal<Vector2> lastPickedNormalLocal = new ThreadLocal<Vector2>();
private Vector2 prevPosition; private Vector2 prevPosition;
@@ -113,22 +173,22 @@ namespace Barotrauma
public static Vector2 LastPickedPosition public static Vector2 LastPickedPosition
{ {
get { return lastPickedPosition; } get { return lastPickedPositionLocal.Value; }
} }
public static float LastPickedFraction public static float LastPickedFraction
{ {
get { return lastPickedFraction; } get { return lastPickedFractionLocal.Value; }
} }
public static Fixture LastPickedFixture public static Fixture LastPickedFixture
{ {
get { return lastPickedFixture; } get { return lastPickedFixtureLocal.Value; }
} }
public static Vector2 LastPickedNormal public static Vector2 LastPickedNormal
{ {
get { return lastPickedNormal; } get { return lastPickedNormalLocal.Value; }
} }
public bool Loading public bool Loading
@@ -145,7 +205,7 @@ namespace Barotrauma
public List<WayPoint> ForcedOutpostModuleWayPoints = new List<WayPoint>(); public List<WayPoint> ForcedOutpostModuleWayPoints = new List<WayPoint>();
public static List<Submarine> Loaded public static ThreadSafeSubmarineList Loaded
{ {
get { return loaded; } get { return loaded; }
} }
@@ -832,6 +892,8 @@ namespace Barotrauma
return null; return null;
} }
if (GameMain.World == null) return null;
float closestFraction = 1.0f; float closestFraction = 1.0f;
Vector2 closestNormal = Vector2.Zero; Vector2 closestNormal = Vector2.Zero;
Fixture closestFixture = null; Fixture closestFixture = null;
@@ -839,8 +901,12 @@ namespace Barotrauma
if (allowInsideFixture) if (allowInsideFixture)
{ {
var aabb = new FarseerPhysics.Collision.AABB(rayStart - Vector2.One * 0.001f, rayStart + Vector2.One * 0.001f); var aabb = new FarseerPhysics.Collision.AABB(rayStart - Vector2.One * 0.001f, rayStart + Vector2.One * 0.001f);
try
{
GameMain.World.QueryAABB((fixture) => GameMain.World.QueryAABB((fixture) =>
{ {
if (fixture == null || fixture.Body == null) { return true; }
if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return true; } if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return true; }
fixture.Body.GetTransform(out FarseerPhysics.Common.Transform transform); fixture.Body.GetTransform(out FarseerPhysics.Common.Transform transform);
@@ -852,12 +918,17 @@ namespace Barotrauma
if (fixture.Body != null) { closestBody = fixture.Body; } if (fixture.Body != null) { closestBody = fixture.Body; }
return false; return false;
}, ref aabb); }, ref aabb);
}
catch (NullReferenceException)
{
return null;
}
if (closestFraction <= 0.0f) if (closestFraction <= 0.0f)
{ {
lastPickedPosition = rayStart; lastPickedPositionLocal.Value = rayStart;
lastPickedFraction = closestFraction; lastPickedFractionLocal.Value = closestFraction;
lastPickedFixture = closestFixture; lastPickedFixtureLocal.Value = closestFixture;
lastPickedNormal = closestNormal; lastPickedNormalLocal.Value = closestNormal;
return closestBody; return closestBody;
} }
} }
@@ -876,16 +947,22 @@ namespace Barotrauma
return fraction; return fraction;
}, rayStart, rayEnd, collisionCategory ?? Category.All); }, rayStart, rayEnd, collisionCategory ?? Category.All);
lastPickedPosition = rayStart + (rayEnd - rayStart) * closestFraction; lastPickedPositionLocal.Value = rayStart + (rayEnd - rayStart) * closestFraction;
lastPickedFraction = closestFraction; lastPickedFractionLocal.Value = closestFraction;
lastPickedFixture = closestFixture; lastPickedFixtureLocal.Value = closestFixture;
lastPickedNormal = closestNormal; lastPickedNormalLocal.Value = closestNormal;
return closestBody; return closestBody;
} }
private static readonly Dictionary<Body, float> bodyDist = new Dictionary<Body, float>(); // ThreadLocal for thread-safe body picking
private static readonly List<Body> bodies = new List<Body>(); private static readonly ThreadLocal<Dictionary<Body, float>> bodyDistLocal =
new ThreadLocal<Dictionary<Body, float>>(() => new Dictionary<Body, float>());
private static readonly ThreadLocal<List<Body>> bodiesLocal =
new ThreadLocal<List<Body>>(() => new List<Body>());
private static Dictionary<Body, float> bodyDist => bodyDistLocal.Value;
private static List<Body> bodies => bodiesLocal.Value;
public static float LastPickedBodyDist(Body body) public static float LastPickedBodyDist(Body body)
{ {
@@ -919,10 +996,10 @@ namespace Barotrauma
} }
if (fraction < closestFraction) if (fraction < closestFraction)
{ {
lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction; lastPickedPositionLocal.Value = rayStart + (rayEnd - rayStart) * fraction;
lastPickedFraction = fraction; lastPickedFractionLocal.Value = fraction;
lastPickedNormal = normal; lastPickedNormalLocal.Value = normal;
lastPickedFixture = fixture; lastPickedFixtureLocal.Value = fixture;
} }
//continue //continue
return -1; return -1;
@@ -940,10 +1017,10 @@ namespace Barotrauma
if (!fixture.Shape.TestPoint(ref transform, ref rayStart)) { return true; } if (!fixture.Shape.TestPoint(ref transform, ref rayStart)) { return true; }
closestFraction = 0.0f; closestFraction = 0.0f;
lastPickedPosition = rayStart; lastPickedPositionLocal.Value = rayStart;
lastPickedFraction = 0.0f; lastPickedFractionLocal.Value = 0.0f;
lastPickedNormal = Vector2.Normalize(rayEnd - rayStart); lastPickedNormalLocal.Value = Vector2.Normalize(rayEnd - rayStart);
lastPickedFixture = fixture; lastPickedFixtureLocal.Value = fixture;
bodies.Add(fixture.Body); bodies.Add(fixture.Body);
bodyDist[fixture.Body] = 0.0f; bodyDist[fixture.Body] = 0.0f;
return false; return false;
@@ -1011,7 +1088,7 @@ namespace Barotrauma
if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.01f) if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.01f)
{ {
lastPickedPosition = rayEnd; lastPickedPositionLocal.Value = rayEnd;
return null; return null;
} }
@@ -1053,10 +1130,10 @@ namespace Barotrauma
, rayStart, rayEnd); , rayStart, rayEnd);
lastPickedPosition = rayStart + (rayEnd - rayStart) * closestFraction; lastPickedPositionLocal.Value = rayStart + (rayEnd - rayStart) * closestFraction;
lastPickedFraction = closestFraction; lastPickedFractionLocal.Value = closestFraction;
lastPickedFixture = closestFixture; lastPickedFixtureLocal.Value = closestFixture;
lastPickedNormal = closestNormal; lastPickedNormalLocal.Value = closestNormal;
return closestBody; return closestBody;
} }
@@ -1077,7 +1154,7 @@ namespace Barotrauma
Item.UpdateHulls(); Item.UpdateHulls();
List<Item> bodyItems = Item.ItemList.FindAll(it => it.Submarine == this && it.body != null); List<Item> bodyItems = Item.ItemList.Where(it => it.Submarine == this && it.body != null).ToList();
List<MapEntity> subEntities = MapEntity.MapEntityList.FindAll(me => me.Submarine == this); List<MapEntity> subEntities = MapEntity.MapEntityList.FindAll(me => me.Submarine == this);
foreach (MapEntity e in subEntities) foreach (MapEntity e in subEntities)
@@ -1511,9 +1588,9 @@ namespace Barotrauma
public List<WayPoint> GetWaypoints(bool alsoFromConnectedSubs) => GetEntities(alsoFromConnectedSubs, WayPoint.WayPointList); public List<WayPoint> GetWaypoints(bool alsoFromConnectedSubs) => GetEntities(alsoFromConnectedSubs, WayPoint.WayPointList);
public List<Structure> GetWalls(bool alsoFromConnectedSubs) => GetEntities(alsoFromConnectedSubs, Structure.WallList); public List<Structure> GetWalls(bool alsoFromConnectedSubs) => GetEntities(alsoFromConnectedSubs, Structure.WallList);
public List<T> GetEntities<T>(bool includingConnectedSubs, List<T> list) where T : MapEntity public List<T> GetEntities<T>(bool includingConnectedSubs, IEnumerable<T> list) where T : MapEntity
{ {
return list.FindAll(e => IsEntityFoundOnThisSub(e, includingConnectedSubs)); return list.Where(e => IsEntityFoundOnThisSub(e, includingConnectedSubs)).ToList();
} }
public List<(ItemContainer container, int freeSlots)> GetCargoContainers() public List<(ItemContainer container, int freeSlots)> GetCargoContainers()
@@ -1538,11 +1615,6 @@ namespace Barotrauma
return containers; return containers;
} }
public IEnumerable<T> GetEntities<T>(bool includingConnectedSubs, IEnumerable<T> list) where T : MapEntity
{
return list.Where(e => IsEntityFoundOnThisSub(e, includingConnectedSubs));
}
public bool IsEntityFoundOnThisSub(MapEntity entity, bool includingConnectedSubs, bool allowDifferentTeam = false, bool allowDifferentType = false) public bool IsEntityFoundOnThisSub(MapEntity entity, bool includingConnectedSubs, bool allowDifferentTeam = false, bool allowDifferentType = false)
{ {
if (entity == null) { return false; } if (entity == null) { return false; }
@@ -1665,9 +1737,8 @@ namespace Barotrauma
HiddenSubPosition += Vector2.UnitY * GameMain.GameSession.LevelData.Size.Y; HiddenSubPosition += Vector2.UnitY * GameMain.GameSession.LevelData.Size.Y;
} }
for (int i = 0; i < loaded.Count; i++) foreach (Submarine sub in loaded)
{ {
Submarine sub = loaded[i];
HiddenSubPosition = HiddenSubPosition =
new Vector2( new Vector2(
//1st sub on the left side, 2nd on the right, etc //1st sub on the left side, 2nd on the right, etc
@@ -1799,10 +1870,9 @@ namespace Barotrauma
} }
entityGrid = Hull.GenerateEntityGrid(this); entityGrid = Hull.GenerateEntityGrid(this);
for (int i = 0; i < MapEntity.MapEntityList.Count; i++) foreach (MapEntity me in MapEntity.MapEntityList.Where(e => e.Submarine == this))
{ {
if (MapEntity.MapEntityList[i].Submarine != this) { continue; } me.Move(HiddenSubPosition, ignoreContacts: true);
MapEntity.MapEntityList[i].Move(HiddenSubPosition, ignoreContacts: true);
} }
Loading = false; Loading = false;
@@ -2147,7 +2217,7 @@ namespace Barotrauma
DebugConsole.ThrowError("Error while removing \"" + item.Name + "\"!", e); DebugConsole.ThrowError("Error while removing \"" + item.Name + "\"!", e);
} }
} }
Item.ItemList.Clear(); Item.ClearAllItemCollections();
} }
Ragdoll.RemoveAll(); Ragdoll.RemoveAll();
@@ -2156,7 +2226,7 @@ namespace Barotrauma
GameMain.World = null; GameMain.World = null;
Powered.Grids.Clear(); Powered.Grids.Clear();
Powered.ChangedConnections.Clear(); Powered.ClearChangedConnections();
GC.Collect(); GC.Collect();
@@ -2196,7 +2266,7 @@ namespace Barotrauma
ConnectedDockingPorts?.Clear(); ConnectedDockingPorts?.Clear();
Powered.ChangedConnections.Clear(); Powered.ClearChangedConnections();
Powered.Grids.Clear(); Powered.Grids.Clear();
loaded.Remove(this); loaded.Remove(this);
@@ -2233,6 +2303,7 @@ namespace Barotrauma
/// </summary> /// </summary>
public void DisableObstructedWayPoints() public void DisableObstructedWayPoints()
{ {
// Check collisions to level // Check collisions to level
foreach (var node in OutdoorNodes) foreach (var node in OutdoorNodes)
{ {
@@ -2261,7 +2332,9 @@ namespace Barotrauma
/// </summary> /// </summary>
public void DisableObstructedWayPoints(Submarine otherSub) public void DisableObstructedWayPoints(Submarine otherSub)
{ {
if (otherSub == null) { return; }
if (otherSub?.PhysicsBody?.FarseerBody == null) return;
if (otherSub == this) { return; } if (otherSub == this) { return; }
// Check collisions to other subs. // Check collisions to other subs.
foreach (var node in OutdoorNodes) foreach (var node in OutdoorNodes)
@@ -2278,15 +2351,22 @@ namespace Barotrauma
{ {
Vector2 start = ConvertUnits.ToSimUnits(wp.WorldPosition) - otherSub.SimPosition; Vector2 start = ConvertUnits.ToSimUnits(wp.WorldPosition) - otherSub.SimPosition;
Vector2 end = ConvertUnits.ToSimUnits(connectedWp.WorldPosition) - otherSub.SimPosition; Vector2 end = ConvertUnits.ToSimUnits(connectedWp.WorldPosition) - otherSub.SimPosition;
try
{
var body = PickBody(start, end, null, Physics.CollisionWall, allowInsideFixture: true); var body = PickBody(start, end, null, Physics.CollisionWall, allowInsideFixture: true);
if (body != null) if (body != null)
{ {
if (body.UserData is Structure wall && !wall.IsPlatform || body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) if (body.UserData is Structure wall && !wall.IsPlatform || body.UserData is Item && body.FixtureList?[0].CollisionCategories.HasFlag(Physics.CollisionWall) == true)
{ {
isObstructed = true; isObstructed = true;
} }
} }
} }
catch (NullReferenceException)
{
continue;
}
}
if (isObstructed) if (isObstructed)
{ {
connectedWp.IsObstructed = true; connectedWp.IsObstructed = true;
@@ -5,17 +5,75 @@ using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading;
using System.Xml.Linq; using System.Xml.Linq;
using Barotrauma.Extensions; using Barotrauma.Extensions;
namespace Barotrauma namespace Barotrauma
{ {
/// <summary>
/// Thread-safe wrapper for WayPoint list operations.
/// Uses copy-on-write pattern for lock-free reads.
/// </summary>
internal class ThreadSafeWayPointList : IEnumerable<WayPoint>
{
private volatile List<WayPoint> _list = new List<WayPoint>();
private readonly object _writeLock = new object();
public int Count => _list.Count;
public void Add(WayPoint waypoint)
{
lock (_writeLock)
{
var newList = new List<WayPoint>(_list) { waypoint };
Interlocked.Exchange(ref _list, newList);
}
}
public bool Remove(WayPoint waypoint)
{
lock (_writeLock)
{
var newList = new List<WayPoint>(_list);
bool removed = newList.Remove(waypoint);
if (removed)
{
Interlocked.Exchange(ref _list, newList);
}
return removed;
}
}
public void Clear()
{
Interlocked.Exchange(ref _list, new List<WayPoint>());
}
public bool Contains(WayPoint waypoint) => _list.Contains(waypoint);
public WayPoint this[int index] => _list[index];
public IEnumerator<WayPoint> GetEnumerator() => _list.GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
// LINQ-friendly methods
public List<WayPoint> ToList() => new List<WayPoint>(_list);
public WayPoint FirstOrDefault(Func<WayPoint, bool> predicate) => _list.FirstOrDefault(predicate);
public WayPoint Find(Predicate<WayPoint> predicate) => _list.Find(predicate);
public List<WayPoint> FindAll(Predicate<WayPoint> predicate) => _list.FindAll(predicate);
public IEnumerable<WayPoint> Where(Func<WayPoint, bool> predicate) => _list.Where(predicate);
public bool Any() => _list.Any();
public bool Any(Func<WayPoint, bool> predicate) => _list.Any(predicate);
public bool Exists(Predicate<WayPoint> predicate) => _list.Exists(predicate);
}
[Flags] [Flags]
public enum SpawnType { Path = 0, Human = 1, Enemy = 2, Cargo = 4, Corpse = 8, Submarine = 16, ExitPoint = 32, Disabled = 64 }; public enum SpawnType { Path = 0, Human = 1, Enemy = 2, Cargo = 4, Corpse = 8, Submarine = 16, ExitPoint = 32, Disabled = 64 };
partial class WayPoint : MapEntity partial class WayPoint : MapEntity
{ {
public static List<WayPoint> WayPointList = new List<WayPoint>(); public static ThreadSafeWayPointList WayPointList = new ThreadSafeWayPointList();
public static bool ShowWayPoints = true, ShowSpawnPoints = true; public static bool ShowWayPoints = true, ShowSpawnPoints = true;
@@ -936,7 +994,7 @@ namespace Barotrauma
public static WayPoint GetRandom(SpawnType spawnType = SpawnType.Human, JobPrefab assignedJob = null, Submarine sub = null, bool useSyncedRand = false, string spawnPointTag = null, bool ignoreSubmarine = false) public static WayPoint GetRandom(SpawnType spawnType = SpawnType.Human, JobPrefab assignedJob = null, Submarine sub = null, bool useSyncedRand = false, string spawnPointTag = null, bool ignoreSubmarine = false)
{ {
return WayPointList.GetRandom(wp => return WayPointList.ToList().GetRandom(wp =>
(ignoreSubmarine || wp.Submarine == sub) && (ignoreSubmarine || wp.Submarine == sub) &&
//checking for the disabled flag is not strictly necessary because we check for equality of the spawn type, //checking for the disabled flag is not strictly necessary because we check for equality of the spawn type,
//but lets do that anyway in case we change the handling of the spawn type at some point //but lets do that anyway in case we change the handling of the spawn type at some point
@@ -62,7 +62,7 @@ namespace Barotrauma.Networking
DebugConsole.Log($"Changed client {Name}'s team to {teamID}."); DebugConsole.Log($"Changed client {Name}'s team to {teamID}.");
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer) if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{ {
GameMain.NetworkMember.LastClientListUpdateID++; GameMain.NetworkMember.IncrementLastClientListUpdateID();
} }
teamID = value; teamID = value;
} }
@@ -86,7 +86,7 @@ namespace Barotrauma.Networking
{ {
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer) if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{ {
GameMain.NetworkMember.LastClientListUpdateID++; GameMain.NetworkMember.IncrementLastClientListUpdateID();
if (value != null) if (value != null)
{ {
CharacterID = value.ID; CharacterID = value.ID;
@@ -154,7 +154,7 @@ namespace Barotrauma.Networking
#endif #endif
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer) if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{ {
GameMain.NetworkMember.LastClientListUpdateID++; GameMain.NetworkMember.IncrementLastClientListUpdateID();
} }
} }
} }
@@ -178,7 +178,7 @@ namespace Barotrauma.Networking
{ {
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer) if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{ {
GameMain.NetworkMember.LastClientListUpdateID++; GameMain.NetworkMember.IncrementLastClientListUpdateID();
} }
inGame = value; inGame = value;
} }
@@ -3,6 +3,7 @@ using Barotrauma.Items.Components;
using Barotrauma.Networking; using Barotrauma.Networking;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
@@ -204,7 +205,17 @@ namespace Barotrauma
} }
} }
private readonly Queue<Either<IEntitySpawnInfo, Entity>> spawnOrRemoveQueue; /// <summary>
/// Thread-safe queue for spawn/remove operations.
/// Uses ConcurrentQueue for lock-free concurrent access.
/// </summary>
private readonly ConcurrentQueue<Either<IEntitySpawnInfo, Entity>> spawnOrRemoveQueue;
/// <summary>
/// Thread-safe set for O(1) removal queue lookup.
/// Entities are added when queued for removal and removed after actual removal.
/// </summary>
private readonly ConcurrentDictionary<Entity, byte> removeQueueLookup;
public abstract class SpawnOrRemove : NetEntityEvent.IData public abstract class SpawnOrRemove : NetEntityEvent.IData
{ {
@@ -264,7 +275,8 @@ namespace Barotrauma
public EntitySpawner() public EntitySpawner()
: base(null, Entity.EntitySpawnerID) : base(null, Entity.EntitySpawnerID)
{ {
spawnOrRemoveQueue = new Queue<Either<IEntitySpawnInfo, Entity>>(); spawnOrRemoveQueue = new ConcurrentQueue<Either<IEntitySpawnInfo, Entity>>();
removeQueueLookup = new ConcurrentDictionary<Entity, byte>();
} }
public override string ToString() public override string ToString()
@@ -358,8 +370,12 @@ namespace Barotrauma
public void AddEntityToRemoveQueue(Entity entity) public void AddEntityToRemoveQueue(Entity entity)
{ {
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; } if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
if (entity == null || IsInRemoveQueue(entity) || entity.Removed || entity.IdFreed) { return; } if (entity == null || entity.Removed || entity.IdFreed) { return; }
if (entity is Item item) { AddItemToRemoveQueue(item); return; } if (entity is Item item) { AddItemToRemoveQueue(item); return; }
// Thread-safe check-and-add using ConcurrentDictionary
if (!removeQueueLookup.TryAdd(entity, 0)) { return; }
if (entity is Character) if (entity is Character)
{ {
Character character = entity as Character; Character character = entity as Character;
@@ -381,7 +397,10 @@ namespace Barotrauma
public void AddItemToRemoveQueue(Item item) public void AddItemToRemoveQueue(Item item)
{ {
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; } if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
if (IsInRemoveQueue(item) || item.Removed) { return; } if (item.Removed) { return; }
// Thread-safe check-and-add using ConcurrentDictionary
if (!removeQueueLookup.TryAdd(item, 0)) { return; }
spawnOrRemoveQueue.Enqueue(item); spawnOrRemoveQueue.Enqueue(item);
item.IsInRemoveQueue = true; item.IsInRemoveQueue = true;
@@ -396,11 +415,13 @@ namespace Barotrauma
} }
/// <summary> /// <summary>
/// Are there any entities in the spawn queue that match the given predicate /// Thread-safe check if any entities in the spawn queue match the given predicate.
/// Uses a snapshot of the queue for iteration.
/// </summary> /// </summary>
public bool IsInSpawnQueue(Predicate<IEntitySpawnInfo> predicate) public bool IsInSpawnQueue(Predicate<IEntitySpawnInfo> predicate)
{ {
foreach (var spawnOrRemove in spawnOrRemoveQueue) // ConcurrentQueue.ToArray() provides a thread-safe snapshot
foreach (var spawnOrRemove in spawnOrRemoveQueue.ToArray())
{ {
if (spawnOrRemove.TryGet(out IEntitySpawnInfo spawnInfo) && predicate(spawnInfo)) { return true; } if (spawnOrRemove.TryGet(out IEntitySpawnInfo spawnInfo) && predicate(spawnInfo)) { return true; }
} }
@@ -408,35 +429,45 @@ namespace Barotrauma
} }
/// <summary> /// <summary>
/// How many entities in the spawn queue match the given predicate /// Thread-safe count of entities in the spawn queue that match the given predicate.
/// Uses a snapshot of the queue for iteration.
/// </summary> /// </summary>
public int CountSpawnQueue(Predicate<IEntitySpawnInfo> predicate) public int CountSpawnQueue(Predicate<IEntitySpawnInfo> predicate)
{ {
int count = 0; int count = 0;
foreach (var spawnOrRemove in spawnOrRemoveQueue) // ConcurrentQueue.ToArray() provides a thread-safe snapshot
foreach (var spawnOrRemove in spawnOrRemoveQueue.ToArray())
{ {
if (spawnOrRemove.TryGet(out IEntitySpawnInfo spawnInfo) && predicate(spawnInfo)) { count++; } if (spawnOrRemove.TryGet(out IEntitySpawnInfo spawnInfo) && predicate(spawnInfo)) { count++; }
} }
return count; return count;
} }
/// <summary>
/// Thread-safe O(1) check if entity is in the remove queue.
/// </summary>
public bool IsInRemoveQueue(Entity entity) public bool IsInRemoveQueue(Entity entity)
{ {
foreach (var spawnOrRemove in spawnOrRemoveQueue) return removeQueueLookup.ContainsKey(entity);
{
if (spawnOrRemove.TryGet(out Entity entityToRemove) && entityToRemove == entity) { return true; }
}
return false;
} }
public void Update(bool createNetworkEvents = true) public void Update(bool createNetworkEvents = true)
{ {
if (GameMain.NetworkMember is { IsClient: true }) { return; } if (GameMain.NetworkMember is { IsClient: true }) { return; }
while (spawnOrRemoveQueue.Count > 0)
// IMPORTANT: Entity creation and removal MUST be sequential!
// - Entity ID allocation is NOT thread-safe (causes ID conflicts)
// - Inventory operations are NOT thread-safe (causes stack overflow/slot conflicts)
// - Entity.Remove() has cascading effects on global state
//
// Optimization: batch dequeue for better cache locality
while (spawnOrRemoveQueue.TryDequeue(out var spawnOrRemove))
{ {
var spawnOrRemove = spawnOrRemoveQueue.Dequeue();
if (spawnOrRemove.TryGet(out Entity entityToRemove)) if (spawnOrRemove.TryGet(out Entity entityToRemove))
{ {
// Remove from lookup after processing
removeQueueLookup.TryRemove(entityToRemove, out _);
if (entityToRemove is Item item) if (entityToRemove is Item item)
{ {
item.SendPendingNetworkUpdates(); item.SendPendingNetworkUpdates();
@@ -465,9 +496,11 @@ namespace Barotrauma
public void Reset() public void Reset()
{ {
spawnOrRemoveQueue.Clear(); // Clear the concurrent queue by draining it
while (spawnOrRemoveQueue.TryDequeue(out _)) { }
removeQueueLookup.Clear();
#if CLIENT #if CLIENT
receivedEvents.Clear(); ResetReceivedEvents();
#endif #endif
} }
} }
@@ -1,5 +1,6 @@
#nullable enable #nullable enable
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.Immutable; using System.Collections.Immutable;
using System.Diagnostics.CodeAnalysis; using System.Diagnostics.CodeAnalysis;
@@ -146,10 +147,10 @@ namespace Barotrauma
} }
} }
private static readonly Dictionary<Type, ImmutableArray<CachedReflectedVariable>> CachedVariables = new Dictionary<Type, ImmutableArray<CachedReflectedVariable>>(); private static readonly ConcurrentDictionary<Type, ImmutableArray<CachedReflectedVariable>> CachedVariables = new ConcurrentDictionary<Type, ImmutableArray<CachedReflectedVariable>>();
private static readonly Dictionary<Type, IReadWriteBehavior> TypeBehaviors private static readonly ConcurrentDictionary<Type, IReadWriteBehavior> TypeBehaviors
= new Dictionary<Type, IReadWriteBehavior> = new ConcurrentDictionary<Type, IReadWriteBehavior>(new Dictionary<Type, IReadWriteBehavior>
{ {
{ typeof(Boolean), new ReadWriteBehavior<Boolean>(ReadBoolean, WriteBoolean) }, { typeof(Boolean), new ReadWriteBehavior<Boolean>(ReadBoolean, WriteBoolean) },
{ typeof(Byte), new ReadWriteBehavior<Byte>(ReadByte, WriteByte) }, { typeof(Byte), new ReadWriteBehavior<Byte>(ReadByte, WriteByte) },
@@ -168,7 +169,7 @@ namespace Barotrauma
{ typeof(Vector2), new ReadWriteBehavior<Vector2>(ReadVector2, WriteVector2) }, { typeof(Vector2), new ReadWriteBehavior<Vector2>(ReadVector2, WriteVector2) },
{ typeof(SerializableDateTime), new ReadWriteBehavior<SerializableDateTime>(ReadSerializableDateTime, WriteSerializableDateTime) }, { typeof(SerializableDateTime), new ReadWriteBehavior<SerializableDateTime>(ReadSerializableDateTime, WriteSerializableDateTime) },
{ typeof(NetLimitedString), new ReadWriteBehavior<NetLimitedString>(ReadNetLString, WriteNetLString) } { typeof(NetLimitedString), new ReadWriteBehavior<NetLimitedString>(ReadNetLString, WriteNetLString) }
}; });
private static readonly ImmutableDictionary<Predicate<Type>, Func<Type, IReadWriteBehavior>> BehaviorFactories = new Dictionary<Predicate<Type>, Func<Type, IReadWriteBehavior>> private static readonly ImmutableDictionary<Predicate<Type>, Func<Type, IReadWriteBehavior>> BehaviorFactories = new Dictionary<Predicate<Type>, Func<Type, IReadWriteBehavior>>
{ {
@@ -584,7 +585,11 @@ namespace Barotrauma
if (!predicate(type)) { continue; } if (!predicate(type)) { continue; }
behavior = factory(type); behavior = factory(type);
TypeBehaviors.Add(type, behavior); // Use TryAdd for thread-safety; if another thread already added, use that value
if (!TypeBehaviors.TryAdd(type, behavior))
{
behavior = TypeBehaviors[type];
}
return true; return true;
} }
@@ -594,8 +599,11 @@ namespace Barotrauma
public static ImmutableArray<CachedReflectedVariable> GetPropertiesAndFields(Type type) public static ImmutableArray<CachedReflectedVariable> GetPropertiesAndFields(Type type)
{ {
if (CachedVariables.TryGetValue(type, out var cached)) { return cached; } return CachedVariables.GetOrAdd(type, static t => CreateCachedVariables(t));
}
private static ImmutableArray<CachedReflectedVariable> CreateCachedVariables(Type type)
{
List<CachedReflectedVariable> variables = new List<CachedReflectedVariable>(); List<CachedReflectedVariable> variables = new List<CachedReflectedVariable>();
IEnumerable<PropertyInfo> propertyInfos = type.GetProperties().Where(HasAttribute).Where(NotStatic); IEnumerable<PropertyInfo> propertyInfos = type.GetProperties().Where(HasAttribute).Where(NotStatic);
@@ -633,7 +641,6 @@ namespace Barotrauma
} }
ImmutableArray<CachedReflectedVariable> array = variables.All(v => v.HasOwnAttribute) ? variables.OrderBy(v => v.Attribute.OrderKey).ToImmutableArray() : variables.ToImmutableArray(); ImmutableArray<CachedReflectedVariable> array = variables.All(v => v.HasOwnAttribute) ? variables.OrderBy(v => v.Attribute.OrderKey).ToImmutableArray() : variables.ToImmutableArray();
CachedVariables.Add(type, array);
return array; return array;
bool HasAttribute(MemberInfo info) => (info.GetCustomAttribute<NetworkSerialize>() ?? type.GetCustomAttribute<NetworkSerialize>()) != null; bool HasAttribute(MemberInfo info) => (info.GetCustomAttribute<NetworkSerialize>() ?? type.GetCustomAttribute<NetworkSerialize>()) != null;

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