Fix crash in animations system when assets gets loading/unloaded while async jobs are active

#2974
This commit is contained in:
Wojtek Figat
2025-02-18 22:30:49 +01:00
parent c81ddd09cc
commit 060bc0aaf8
7 changed files with 118 additions and 3 deletions

View File

@@ -10,6 +10,7 @@
#include "Engine/Serialization/MemoryReadStream.h"
#include "Engine/Serialization/MemoryWriteStream.h"
#include "Engine/Content/Factories/BinaryAssetFactory.h"
#include "Engine/Animations/Animations.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Debug/Exceptions/ArgumentNullException.h"
@@ -24,6 +25,8 @@ AnimationGraph::AnimationGraph(const SpawnParams& params, const AssetInfo* info)
Asset::LoadResult AnimationGraph::load()
{
ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
// Get stream with graph data
const auto surfaceChunk = GetChunk(0);
if (surfaceChunk == nullptr)
@@ -48,6 +51,7 @@ Asset::LoadResult AnimationGraph::load()
void AnimationGraph::unload(bool isReloading)
{
ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
Graph.Clear();
}
@@ -79,6 +83,7 @@ bool AnimationGraph::InitAsAnimation(SkinnedModel* baseModel, Animation* anim, b
Log::ArgumentNullException();
return true;
}
ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
// Create Graph data
MemoryWriteStream writeStream(512);
@@ -172,7 +177,7 @@ bool AnimationGraph::SaveSurface(BytesContainer& data)
LOG(Error, "Asset loading failed. Cannot save it.");
return true;
}
ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
ScopeLock lock(Locker);
if (IsVirtual())