Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Screens/GameScreen.cs
NotAlwaysTrue 190c98d8f2 Fixed 2 issues
Fixed an issue causing gap.update crashes the game(engine issue)
Fixed an potential issue that on MacOS we cannot get core count and cause MaxDegreeOfParallelism will be set to 0. Now if we cant get that number we simply use a fixed 16 instead
2025-12-29 16:28:34 +08:00

353 lines
12 KiB
C#

//#define RUN_PHYSICS_IN_SEPARATE_THREAD
using Microsoft.Xna.Framework;
using System.Threading;
using FarseerPhysics.Dynamics;
using FarseerPhysics;
using System.Threading.Tasks;
using System.Linq;
using System.Collections.Generic;
using System;
#if DEBUG && CLIENT
using System;
using Barotrauma.Sounds;
using Microsoft.Xna.Framework.Input;
#endif
namespace Barotrauma
{
partial class GameScreen : Screen
{
private object updateLock = new object();
private double physicsTime;
private static readonly ParallelOptions parallelOptions = new ParallelOptions
{
MaxDegreeOfParallelism = Environment.ProcessorCount > 0 ? Environment.ProcessorCount * 2 : 16,
};
#if CLIENT
private readonly Camera cam;
public override Camera Cam
{
get { return cam; }
}
#elif SERVER
public override Camera Cam
{
get { return Camera.Instance; }
}
#endif
public double GameTime
{
get;
private set;
}
public GameScreen()
{
#if CLIENT
cam = new Camera();
cam.Translate(new Vector2(-10.0f, 50.0f));
#endif
}
public override void Select()
{
base.Select();
#if CLIENT
if (Character.Controlled != null)
{
cam.Position = Character.Controlled.WorldPosition;
cam.UpdateTransform(true);
}
else if (Submarine.MainSub != null)
{
cam.Position = Submarine.MainSub.WorldPosition;
cam.UpdateTransform(true);
}
GameMain.GameSession?.CrewManager?.ResetCrewListOpenState();
ChatBox.ResetChatBoxOpenState();
#endif
MapEntity.ClearHighlightedEntities();
#if RUN_PHYSICS_IN_SEPARATE_THREAD
var physicsThread = new Thread(ExecutePhysics)
{
Name = "Physics thread",
IsBackground = true
};
physicsThread.Start();
#endif
}
public override void Deselect()
{
base.Deselect();
#if CLIENT
var config = GameSettings.CurrentConfig;
config.CrewMenuOpen = CrewManager.PreferCrewMenuOpen;
config.ChatOpen = ChatBox.PreferChatBoxOpen;
GameSettings.SetCurrentConfig(config);
GameSettings.SaveCurrentConfig();
GameMain.SoundManager.SetCategoryMuffle(Sounds.SoundManager.SoundCategoryDefault, false);
GUI.ClearMessages();
#if !DEBUG
if (GameMain.GameSession?.GameMode is TestGameMode)
{
DebugConsole.DeactivateCheats();
}
#endif
#endif
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
public override void Update(double deltaTime)
{
#warning For now CL side performance counter is partly useless bucz multiple changes on such things. Need time to take care of it
#if RUN_PHYSICS_IN_SEPARATE_THREAD
physicsTime += deltaTime;
lock (updateLock)
{
#endif
#if DEBUG && CLIENT
if (GameMain.GameSession != null && !DebugConsole.IsOpen && GUI.KeyboardDispatcher.Subscriber == null)
{
if (GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null)
{
Submarine closestSub = Submarine.FindClosest(cam.WorldViewCenter) ?? GameMain.GameSession.Submarine;
Vector2 targetMovement = Vector2.Zero;
if (PlayerInput.KeyDown(Keys.I)) { targetMovement.Y += 1.0f; }
if (PlayerInput.KeyDown(Keys.K)) { targetMovement.Y -= 1.0f; }
if (PlayerInput.KeyDown(Keys.J)) { targetMovement.X -= 1.0f; }
if (PlayerInput.KeyDown(Keys.L)) { targetMovement.X += 1.0f; }
if (targetMovement != Vector2.Zero)
{
closestSub.ApplyForce(targetMovement * closestSub.SubBody.Body.Mass * 100.0f);
}
}
}
#endif
#if CLIENT
GameMain.LightManager?.Update((float)deltaTime);
#endif
GameTime += deltaTime;
var physicsBodies = PhysicsBody.List.ToList();
Parallel.ForEach(physicsBodies, parallelOptions, body =>
{
if ((body.Enabled || body.UserData is Character) &&
body.BodyType != BodyType.Static)
{
body.Update();
}
});
GameMain.GameSession?.Update((float)deltaTime);
Parallel.ForEach(physicsBodies, parallelOptions, body =>
{
if (body.Enabled && body.BodyType != BodyType.Static)
{
body.SetPrevTransform(body.SimPosition, body.Rotation);
}
});
MapEntity.ClearHighlightedEntities();
#if CLIENT
var sw = new System.Diagnostics.Stopwatch();
sw.Start();
Parallel.Invoke(parallelOptions,
() => GameMain.ParticleManager.Update((float)deltaTime),
() => { if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam); }
);
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Particles+Level", sw.ElapsedTicks);
if (Character.Controlled is { } controlled)
{
if (controlled.SelectedItem != null && controlled.CanInteractWith(controlled.SelectedItem))
{
controlled.SelectedItem.UpdateHUD(cam, controlled, (float)deltaTime);
}
if (controlled.Inventory != null)
{
foreach (Item item in controlled.Inventory.AllItems)
{
if (controlled.HasEquippedItem(item))
{
item.UpdateHUD(cam, controlled, (float)deltaTime);
}
}
}
}
sw.Restart();
Character.UpdateAll((float)deltaTime, cam);
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Character", sw.ElapsedTicks);
sw.Restart();
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:StatusEffects", sw.ElapsedTicks);
sw.Restart();
if (Character.Controlled != null &&
Lights.LightManager.ViewTarget != null)
{
Vector2 targetPos = Lights.LightManager.ViewTarget.WorldPosition;
if (Lights.LightManager.ViewTarget == Character.Controlled)
{
targetPos += ConvertUnits.ToDisplayUnits(Character.Controlled.AnimController.Collider.NetworkPositionErrorOffset);
if (CharacterHealth.OpenHealthWindow != null || CrewManager.IsCommandInterfaceOpen || ConversationAction.IsDialogOpen)
{
Vector2 screenTargetPos = new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) * 0.5f;
if (CharacterHealth.OpenHealthWindow != null)
{
screenTargetPos.X = GameMain.GraphicsWidth * (CharacterHealth.OpenHealthWindow.Alignment == Alignment.Left ? 0.6f : 0.4f);
}
else if (ConversationAction.IsDialogOpen)
{
screenTargetPos.Y = GameMain.GraphicsHeight * 0.4f;
}
Vector2 screenOffset = screenTargetPos - new Vector2(GameMain.GraphicsWidth / 2, GameMain.GraphicsHeight / 2);
screenOffset.Y = -screenOffset.Y;
targetPos -= screenOffset / cam.Zoom;
}
}
cam.TargetPos = targetPos;
}
cam.MoveCamera((float)deltaTime, allowZoom: GUI.MouseOn == null && !Inventory.IsMouseOnInventory);
Character.Controlled?.UpdateLocalCursor(cam);
#elif SERVER
Parallel.Invoke(parallelOptions,
() => { if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance); },
() => Character.UpdateAll((float)deltaTime, Camera.Instance)
);
//StatusEffect.UpdateAll is not thread-safe and must be executed on the main thread
StatusEffect.UpdateAll((float)deltaTime);
#endif
var submarines = Submarine.Loaded.ToList();
Parallel.ForEach(submarines, parallelOptions, sub =>
{
sub.SetPrevTransform(sub.Position);
});
Parallel.ForEach(physicsBodies, parallelOptions, body =>
{
if (body.Enabled && body.BodyType != FarseerPhysics.BodyType.Static)
{
body.SetPrevTransform(body.SimPosition, body.Rotation);
}
});
#if CLIENT
MapEntity.UpdateAll((float)deltaTime, cam, parallelOptions);
#elif SERVER
MapEntity.UpdateAll((float)deltaTime, Camera.Instance, parallelOptions);
#endif
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity", sw.ElapsedTicks);
sw.Restart();
#endif
//Character.UpdateAnimAll is not thread-safe and must be executed on the main thread
Character.UpdateAnimAll((float)deltaTime);
#if CLIENT
Ragdoll.UpdateAll((float)deltaTime, cam);
#elif SERVER
Ragdoll.UpdateAll((float)deltaTime, Camera.Instance);
#endif
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Ragdolls", sw.ElapsedTicks);
sw.Restart();
#endif
foreach(Submarine sub in submarines)
{
sub.Update((float)deltaTime);
}
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Submarine", sw.ElapsedTicks);
sw.Restart();
#endif
#if !RUN_PHYSICS_IN_SEPARATE_THREAD
try
{
GameMain.World.Step((float)Timing.Step);
}
catch (WorldLockedException e)
{
string errorMsg = "Attempted to modify the state of the physics simulation while a time step was running.";
DebugConsole.ThrowError(errorMsg, e);
GameAnalyticsManager.AddErrorEventOnce("GameScreen.Update:WorldLockedException" + e.Message, GameAnalyticsManager.ErrorSeverity.Critical, errorMsg);
}
#endif
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Physics", sw.ElapsedTicks);
#endif
UpdateProjSpecific(deltaTime);
#if RUN_PHYSICS_IN_SEPARATE_THREAD
}
#endif
}
partial void UpdateProjSpecific(double deltaTime);
private void ExecutePhysics()
{
while (true)
{
while (physicsTime >= Timing.Step)
{
lock (updateLock)
{
GameMain.World.Step((float)Timing.Step);
physicsTime -= Timing.Step;
}
}
}
}
}
}