e7e444e9b2
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
371 lines
12 KiB
C#
371 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 = Math.Max(4,Environment.ProcessorCount - 1),
|
|
};
|
|
|
|
#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),
|
|
() =>
|
|
{
|
|
PhysicsBodyQueue.IsInParallelContext = true;
|
|
try
|
|
{
|
|
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam);
|
|
}
|
|
finally
|
|
{
|
|
PhysicsBodyQueue.IsInParallelContext = false;
|
|
}
|
|
}
|
|
);
|
|
|
|
// Process any physics operations queued during Level update
|
|
PhysicsBodyQueue.ProcessPendingOperations();
|
|
|
|
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
|
|
// DO NOT PARALLELIZE THESE TWO OR IT MAY STUCK HERE
|
|
// SO FOLLOW THE ORIGINAL SINGLE-THREAD LOGIC STRICTLY
|
|
|
|
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance);
|
|
|
|
Character.UpdateAll((float)deltaTime, Camera.Instance);
|
|
|
|
StatusEffect.UpdateAll((float)deltaTime);
|
|
|
|
PhysicsBodyQueue.ProcessPendingOperations();
|
|
#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);
|
|
PhysicsBodyQueue.ProcessPendingOperations();
|
|
|
|
#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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|