Fix crash in animations system when assets gets loading/unloaded while async jobs are active
#2974
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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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