Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/StatusEffects/DelayedEffect.cs
Eero 46595b1399 WIP Make collections thread-safe and add safe iteration
Replaced static lists and dictionaries with thread-safe ConcurrentDictionary or ThreadLocal collections for various item components and systems. Updated all relevant code to use snapshots (ToArray, ToList) for safe iteration, and added helper methods for marking and clearing changed connections. These changes improve thread safety and prevent potential concurrency issues in multi-threaded scenarios.
2025-12-28 04:59:56 +08:00

254 lines
10 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
namespace Barotrauma
{
class DelayedListElement
{
public readonly long Id;
public readonly DelayedEffect Parent;
public readonly Entity Entity;
private Vector2? _worldPosition;
private readonly object _worldPositionLock = new object();
public Vector2? WorldPosition
{
get
{
lock (_worldPositionLock)
{
return _worldPosition;
}
}
set
{
lock (_worldPositionLock)
{
_worldPosition = value;
}
}
}
/// <summary>
/// Should the delayed effect attempt to determine the position of the effect based on the targets, or just use the position that was passed to the constructor.
/// </summary>
public bool GetPositionBasedOnTargets;
public readonly Vector2? StartPosition;
public readonly List<ISerializableEntity> Targets;
private volatile float _delay;
public float Delay
{
get => _delay;
set => _delay = value;
}
public DelayedListElement(DelayedEffect parentEffect, Entity parentEntity, IEnumerable<ISerializableEntity> targets, float delay, Vector2? worldPosition, Vector2? startPosition)
{
Id = Interlocked.Increment(ref DelayedEffect._delayElementIdCounter);
Parent = parentEffect;
Entity = parentEntity;
Targets = new List<ISerializableEntity>(targets);
Delay = delay;
WorldPosition = worldPosition;
StartPosition = startPosition;
}
}
class DelayedEffect : StatusEffect
{
// Thread-safe counter for generating unique IDs for DelayedListElement
internal static long _delayElementIdCounter;
// Thread-safe dictionary for delayed effects
public static readonly ConcurrentDictionary<long, DelayedListElement> DelayListDict = new ConcurrentDictionary<long, DelayedListElement>();
/// <summary>
/// Provides a thread-safe enumerable view of the delay list for iteration.
/// </summary>
public static IEnumerable<DelayedListElement> DelayList => DelayListDict.Values;
private enum DelayTypes
{
Timer = 0,
[Obsolete("The delay type is unsupported.")]
ReachCursor = 1
}
private readonly DelayTypes delayType;
private readonly float delay;
public DelayedEffect(ContentXElement element, string parentDebugName)
: base(element, parentDebugName)
{
delayType = element.GetAttributeEnum("delaytype", DelayTypes.Timer);
if (delayType == DelayTypes.ReachCursor)
{
DebugConsole.AddWarning($"Potential error in {parentDebugName}: the delay type {DelayTypes.ReachCursor} is not supported.", contentPackage: element.ContentPackage);
}
if (delayType is DelayTypes.Timer)
{
delay = element.GetAttributeFloat("delay", 1.0f);
}
}
public override void Apply(ActionType type, float deltaTime, Entity entity, ISerializableEntity target, Vector2? worldPosition = null)
{
if (this.type != type || !HasRequiredItems(entity)) { return; }
if (!Stackable)
{
// Thread-safe iteration over ConcurrentDictionary
foreach (var kvp in DelayListDict)
{
if (kvp.Value.Parent == this && kvp.Value.Targets.FirstOrDefault() == target)
{
return;
}
}
}
if (!IsValidTarget(target)) { return; }
var targets = CurrentTargets;
targets.Clear();
targets.Add(target);
if (!HasRequiredConditions(targets)) { return; }
switch (delayType)
{
case DelayTypes.Timer:
var newDelayListElement = new DelayedListElement(this, entity, targets, delay, worldPosition ?? GetPosition(entity, targets, worldPosition), startPosition: null)
{
GetPositionBasedOnTargets = worldPosition == null
};
DelayListDict.TryAdd(newDelayListElement.Id, newDelayListElement);
break;
case DelayTypes.ReachCursor:
Projectile projectile = (entity as Item)?.GetComponent<Projectile>();
if (projectile == null)
{
DebugConsole.LogError("Non-projectile using a delaytype of reachcursor");
return;
}
var user =
projectile.User ??
projectile.Attacker ??
projectile.Launcher?.GetRootInventoryOwner() as Character;
if (user == null)
{
#if DEBUG
DebugConsole.LogError($"Projectile \"{projectile.Item.Prefab.Identifier}\" missing user");
#endif
return;
}
var reachCursorElement = new DelayedListElement(this, entity, targets, Vector2.Distance(entity.WorldPosition, projectile.User.CursorWorldPosition), worldPosition, entity.WorldPosition);
DelayListDict.TryAdd(reachCursorElement.Id, reachCursorElement);
break;
}
}
public override void Apply(ActionType type, float deltaTime, Entity entity, IReadOnlyList<ISerializableEntity> targets, Vector2? worldPosition = null)
{
if (this.type != type) { return; }
if (Disabled) { return; }
if (ShouldWaitForInterval(entity, deltaTime)) { return; }
if (!HasRequiredItems(entity)) { return; }
if (delayType == DelayTypes.ReachCursor && Character.Controlled == null) { return; }
if (!Stackable)
{
// Thread-safe iteration over ConcurrentDictionary
foreach (var kvp in DelayListDict)
{
if (kvp.Value.Parent == this && kvp.Value.Targets.SequenceEqual(targets)) { return; }
}
}
var localTargets = CurrentTargets;
localTargets.Clear();
foreach (ISerializableEntity target in targets)
{
if (!IsValidTarget(target)) { continue; }
localTargets.Add(target);
}
if (!HasRequiredConditions(localTargets)) { return; }
switch (delayType)
{
case DelayTypes.Timer:
var timerElement = new DelayedListElement(this, entity, localTargets, delay, worldPosition, null);
DelayListDict.TryAdd(timerElement.Id, timerElement);
break;
case DelayTypes.ReachCursor:
Projectile projectile = (entity as Item)?.GetComponent<Projectile>();
if (projectile == null)
{
#if DEBUG
DebugConsole.LogError("Non-projectile using a delaytype of reachcursor");
#endif
return;
}
var user =
projectile.User ??
projectile.Attacker ??
projectile.Launcher?.GetRootInventoryOwner() as Character;
if (user == null)
{
#if DEBUG
DebugConsole.LogError($"Projectile \"{projectile.Item.Prefab.Identifier}\" missing user");
#endif
return;
}
var reachCursorElement = new DelayedListElement(this, entity, localTargets, Vector2.Distance(entity.WorldPosition, user.CursorWorldPosition), worldPosition, entity.WorldPosition);
DelayListDict.TryAdd(reachCursorElement.Id, reachCursorElement);
break;
}
}
public static void Update(float deltaTime)
{
// Thread-safe iteration over ConcurrentDictionary
foreach (var kvp in DelayListDict)
{
DelayedListElement element = kvp.Value;
if (element.Parent.CheckConditionalAlways && !element.Parent.HasRequiredConditions(element.Targets))
{
DelayListDict.TryRemove(element.Id, out _);
continue;
}
switch (element.Parent.delayType)
{
case DelayTypes.Timer:
element.Delay -= deltaTime;
if (element.Delay > 0.0f)
{
//if the delayed effect is supposed to get the position from the targets,
//keep refreshing the position until the effect runs (so e.g. a delayed effect runs at the last known position of a monster before it despawned)
if (element.GetPositionBasedOnTargets && element.Entity is { Removed: false })
{
element.WorldPosition = element.Parent.GetPosition(element.Entity, element.Parent.CurrentTargets);
}
continue;
}
break;
case DelayTypes.ReachCursor:
if (Vector2.Distance(element.Entity.WorldPosition, element.StartPosition.Value) < element.Delay) { continue; }
break;
}
element.Parent.Apply(deltaTime, element.Entity, element.Targets, element.WorldPosition);
DelayListDict.TryRemove(element.Id, out _);
}
}
}
}