Fix crash in animations system when assets gets loading/unloaded while async jobs are active
#2974
This commit is contained in:
@@ -27,6 +27,7 @@ class AnimationsSystem : public TaskGraphSystem
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{
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public:
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float DeltaTime, UnscaledDeltaTime, Time, UnscaledTime;
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bool Active;
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void Job(int32 index);
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void Execute(TaskGraph* graph) override;
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@@ -51,6 +52,7 @@ namespace
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AnimationsService AnimationManagerInstance;
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TaskGraphSystem* Animations::System = nullptr;
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ConcurrentSystemLocker Animations::SystemLocker;
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#if USE_EDITOR
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Delegate<Animations::DebugFlowInfo> Animations::DebugFlow;
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#endif
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@@ -116,6 +118,10 @@ void AnimationsSystem::Execute(TaskGraph* graph)
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{
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if (AnimationManagerInstance.UpdateList.Count() == 0)
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return;
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Active = true;
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// Ensure no animation assets it being reloading/modified before running async update
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Animations::SystemLocker.Begin(false);
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// Setup data for async update
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const auto& tickData = Time::Update;
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@@ -138,6 +144,8 @@ void AnimationsSystem::Execute(TaskGraph* graph)
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void AnimationsSystem::PostExecute(TaskGraph* graph)
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{
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if (!Active)
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return;
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PROFILE_CPU_NAMED("Animations.PostExecute");
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// Update gameplay
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@@ -153,6 +161,8 @@ void AnimationsSystem::PostExecute(TaskGraph* graph)
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// Cleanup
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AnimationManagerInstance.UpdateList.Clear();
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Animations::SystemLocker.End(false);
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Active = false;
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}
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void Animations::AddToUpdate(AnimatedModel* obj)
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@@ -4,6 +4,7 @@
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#include "Engine/Scripting/ScriptingType.h"
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#include "Engine/Core/Delegate.h"
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#include "Engine/Threading/ConcurrentSystemLocker.h"
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class TaskGraphSystem;
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class AnimatedModel;
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@@ -21,6 +22,9 @@ API_CLASS(Static) class FLAXENGINE_API Animations
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/// </summary>
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API_FIELD(ReadOnly) static TaskGraphSystem* System;
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// Data access locker for animations data.
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static ConcurrentSystemLocker SystemLocker;
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#if USE_EDITOR
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// Data wrapper for the debug flow information.
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API_STRUCT(NoDefault) struct DebugFlowInfo
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@@ -6,6 +6,7 @@
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#include "Engine/Content/Factories/BinaryAssetFactory.h"
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#include "Engine/Animations/CurveSerialization.h"
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#include "Engine/Animations/AnimEvent.h"
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#include "Engine/Animations/Animations.h"
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#include "Engine/Animations/SceneAnimations/SceneAnimation.h"
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#include "Engine/Scripting/Scripting.h"
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#include "Engine/Threading/Threading.h"
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@@ -407,7 +408,6 @@ bool Animation::Save(const StringView& path)
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LOG(Error, "Asset loading failed. Cannot save it.");
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return true;
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}
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ScopeLock lock(Locker);
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// Serialize animation data to the stream
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@@ -552,6 +552,8 @@ void Animation::OnScriptingDispose()
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Asset::LoadResult Animation::load()
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{
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ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
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// Get stream with animations data
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const auto dataChunk = GetChunk(0);
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if (dataChunk == nullptr)
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@@ -682,6 +684,7 @@ Asset::LoadResult Animation::load()
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void Animation::unload(bool isReloading)
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{
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ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
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#if USE_EDITOR
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if (_registeredForScriptingReload)
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{
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@@ -10,6 +10,7 @@
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Serialization/MemoryWriteStream.h"
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#include "Engine/Content/Factories/BinaryAssetFactory.h"
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#include "Engine/Animations/Animations.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Debug/Exceptions/ArgumentNullException.h"
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@@ -24,6 +25,8 @@ AnimationGraph::AnimationGraph(const SpawnParams& params, const AssetInfo* info)
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Asset::LoadResult AnimationGraph::load()
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{
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ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
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// Get stream with graph data
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const auto surfaceChunk = GetChunk(0);
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if (surfaceChunk == nullptr)
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@@ -48,6 +51,7 @@ Asset::LoadResult AnimationGraph::load()
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void AnimationGraph::unload(bool isReloading)
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{
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ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
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Graph.Clear();
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}
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@@ -79,6 +83,7 @@ bool AnimationGraph::InitAsAnimation(SkinnedModel* baseModel, Animation* anim, b
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Log::ArgumentNullException();
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return true;
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}
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ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
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// Create Graph data
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MemoryWriteStream writeStream(512);
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@@ -172,7 +177,7 @@ bool AnimationGraph::SaveSurface(BytesContainer& data)
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LOG(Error, "Asset loading failed. Cannot save it.");
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return true;
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}
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ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
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ScopeLock lock(Locker);
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if (IsVirtual())
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@@ -4,6 +4,7 @@
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Types/DataContainer.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Animations/Animations.h"
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#include "Engine/Content/Factories/BinaryAssetFactory.h"
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#include "Engine/Threading/Threading.h"
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@@ -16,6 +17,8 @@ AnimationGraphFunction::AnimationGraphFunction(const SpawnParams& params, const
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Asset::LoadResult AnimationGraphFunction::load()
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{
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ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
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// Get graph data from chunk
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const auto surfaceChunk = GetChunk(0);
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if (!surfaceChunk || !surfaceChunk->IsLoaded())
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@@ -41,6 +44,7 @@ Asset::LoadResult AnimationGraphFunction::load()
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void AnimationGraphFunction::unload(bool isReloading)
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{
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ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
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GraphData.Release();
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Inputs.Clear();
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Outputs.Clear();
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@@ -65,6 +69,7 @@ BytesContainer AnimationGraphFunction::LoadSurface() const
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void AnimationGraphFunction::GetSignature(Array<StringView, FixedAllocation<32>>& types, Array<StringView, FixedAllocation<32>>& names)
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{
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ScopeLock lock(Locker);
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types.Resize(32);
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names.Resize(32);
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for (int32 i = 0, j = 0; i < Inputs.Count(); i++)
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@@ -96,7 +101,7 @@ bool AnimationGraphFunction::SaveSurface(const BytesContainer& data)
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LOG(Error, "Asset loading failed. Cannot save it.");
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return true;
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}
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ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
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ScopeLock lock(Locker);
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// Set Visject Surface data
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@@ -120,6 +125,7 @@ bool AnimationGraphFunction::SaveSurface(const BytesContainer& data)
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void AnimationGraphFunction::ProcessGraphForSignature(AnimGraphBase* graph, bool canUseOutputs)
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{
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ScopeLock lock(Locker);
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for (int32 i = 0; i < graph->Nodes.Count(); i++)
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{
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auto& node = graph->Nodes[i];
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41
Source/Engine/Threading/ConcurrentSystemLocker.cpp
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41
Source/Engine/Threading/ConcurrentSystemLocker.cpp
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@@ -0,0 +1,41 @@
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// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#include "ConcurrentSystemLocker.h"
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#include "Engine/Platform/Platform.h"
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ConcurrentSystemLocker::ConcurrentSystemLocker()
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{
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_counters[0] = _counters[1] = 0;
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}
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void ConcurrentSystemLocker::Begin(bool write)
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{
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volatile int64* thisCounter = &_counters[write];
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volatile int64* otherCounter = &_counters[!write];
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RETRY:
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// Check if we can enter (cannot read while someone else is writing and vice versa)
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if (Platform::AtomicRead(otherCounter) != 0)
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{
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// Someone else is doing opposite operation so wait for it's end
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// TODO: use ConditionVariable+CriticalSection to prevent active-waiting
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Platform::Sleep(1);
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goto RETRY;
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}
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// Mark that we entered this section
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Platform::InterlockedIncrement(thisCounter);
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// Double-check if we're safe to go
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if (Platform::InterlockedCompareExchange(otherCounter, 0, 0))
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{
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// Someone else is doing opposite operation while this thread was doing counter increment so retry
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Platform::InterlockedDecrement(thisCounter);
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goto RETRY;
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}
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}
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void ConcurrentSystemLocker::End(bool write)
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{
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// Mark that we left this section
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Platform::InterlockedDecrement(&_counters[write]);
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}
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46
Source/Engine/Threading/ConcurrentSystemLocker.h
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46
Source/Engine/Threading/ConcurrentSystemLocker.h
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@@ -0,0 +1,46 @@
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// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Core.h"
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#include "Engine/Core/Types/BaseTypes.h"
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/// <summary>
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/// Utility for guarding system data access from different threads depending on the resources usage (eg. block read on write).
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/// </summary>
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struct ConcurrentSystemLocker
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{
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private:
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volatile int64 _counters[2];
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public:
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NON_COPYABLE(ConcurrentSystemLocker);
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ConcurrentSystemLocker();
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void Begin(bool write);
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void End(bool write);
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public:
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template<bool Write>
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struct Scope
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{
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NON_COPYABLE(Scope);
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Scope(ConcurrentSystemLocker& locker)
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: _locker(locker)
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{
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_locker.Begin(Write);
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}
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~Scope()
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{
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_locker.End(Write);
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}
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private:
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ConcurrentSystemLocker& _locker;
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};
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typedef Scope<false> ReadScope;
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typedef Scope<true> WriteScope;
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};
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