Fix crash in particles system when assets gets loading/unloaded while async jobs are active
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@@ -120,7 +120,7 @@ void AnimationsSystem::Execute(TaskGraph* graph)
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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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// Ensure no animation assets can be reloaded/modified during async update
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Animations::SystemLocker.Begin(false);
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// Setup data for async update
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@@ -72,6 +72,8 @@ namespace
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Asset::LoadResult ParticleEmitter::load()
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{
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ConcurrentSystemLocker::WriteScope systemScope(Particles::SystemLocker);
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// Load the graph
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const auto surfaceChunk = GetChunk(SHADER_FILE_CHUNK_VISJECT_SURFACE);
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if (!surfaceChunk)
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@@ -287,6 +289,7 @@ Asset::LoadResult ParticleEmitter::load()
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void ParticleEmitter::unload(bool isReloading)
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{
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ConcurrentSystemLocker::WriteScope systemScope(Particles::SystemLocker);
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#if COMPILE_WITH_SHADER_COMPILER
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UnregisterForShaderReloads(this);
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#endif
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@@ -389,7 +392,7 @@ bool ParticleEmitter::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(Particles::SystemLocker);
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ScopeLock lock(Locker);
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// Release all chunks
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@@ -1,6 +1,7 @@
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// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#include "ParticleEmitterFunction.h"
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#include "Particles.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Threading/Threading.h"
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@@ -39,6 +40,8 @@ ParticleEmitterFunction::ParticleEmitterFunction(const SpawnParams& params, cons
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Asset::LoadResult ParticleEmitterFunction::load()
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{
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ConcurrentSystemLocker::WriteScope systemScope(Particles::SystemLocker);
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// Load graph
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const auto surfaceChunk = GetChunk(0);
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if (!surfaceChunk || !surfaceChunk->IsLoaded())
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@@ -90,6 +93,7 @@ Asset::LoadResult ParticleEmitterFunction::load()
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void ParticleEmitterFunction::unload(bool isReloading)
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{
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ConcurrentSystemLocker::WriteScope systemScope(Particles::SystemLocker);
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Graph.Clear();
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#if COMPILE_WITH_PARTICLE_GPU_GRAPH
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GraphGPU.Clear();
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@@ -190,7 +194,7 @@ bool ParticleEmitterFunction::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(Particles::SystemLocker);
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ScopeLock lock(Locker);
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// Set Visject Surface data
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@@ -111,6 +111,7 @@ namespace ParticleManagerImpl
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using namespace ParticleManagerImpl;
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TaskGraphSystem* Particles::System = nullptr;
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ConcurrentSystemLocker Particles::SystemLocker;
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bool Particles::EnableParticleBufferPooling = true;
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float Particles::ParticleBufferRecycleTimeout = 10.0f;
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@@ -139,6 +140,8 @@ class ParticlesSystem : 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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void PostExecute(TaskGraph* graph) override;
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@@ -1390,6 +1393,10 @@ void ParticlesSystem::Execute(TaskGraph* graph)
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{
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if (UpdateList.Count() == 0)
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return;
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Active = true;
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// Ensure no particle assets can be reloaded/modified during async update
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Particles::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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@@ -1406,8 +1413,13 @@ void ParticlesSystem::Execute(TaskGraph* graph)
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void ParticlesSystem::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("Particles.PostExecute");
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// Cleanup
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Particles::SystemLocker.End(false);
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Active = false;
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UpdateList.Clear();
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#if COMPILE_WITH_GPU_PARTICLES
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@@ -3,6 +3,7 @@
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#pragma once
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#include "Engine/Scripting/ScriptingType.h"
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#include "Engine/Threading/ConcurrentSystemLocker.h"
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class TaskGraphSystem;
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struct RenderContext;
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@@ -27,6 +28,9 @@ API_CLASS(Static) class FLAXENGINE_API Particles
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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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public:
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/// <summary>
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/// Updates the effect during next particles simulation tick.
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