Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Screens/GameScreen.cs
T
NotAlwaysTrue de1f1c599f OBT/1.0.17
Removed Client Kick to see if this will fix some of "Received an update for an entity that doesn't exist"
Revert some change from pervious updates due to performance issue
Sync with upstream
2026-02-20 14:54:04 +08:00

321 lines
11 KiB
C#

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;
// -2 here bcuz we alread have a SEEM thread there
private static readonly ParallelOptions parallelOptions = new ParallelOptions
{
MaxDegreeOfParallelism = Math.Max(4, Environment.ProcessorCount - 2)
};
#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();
}
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)
{
var submarines = Submarine.Loaded.ToList();
var physicsBodies = PhysicsBody.List.ToList();
#warning For now CL side performance counter is partly useless bucz multiple changes on such things. Need time to take care of it
#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;
Parallel.ForEach(physicsBodies, parallelOptions, body =>
{
if ((body.Enabled || body.UserData is Character) &&
body.BodyType != BodyType.Static)
{
body.Update();
}
});
GameMain.GameSession?.Update((float)deltaTime);
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
// Don't parallize these things here or the server may got stuck but why idk
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
foreach (Submarine sub in submarines)
{
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);
SingleThreadWorker.GlobalWorker.RunActions();
#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
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);
}
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Physics", sw.ElapsedTicks);
#endif
UpdateProjSpecific(deltaTime);
}
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;
}
}
}
}
}
}