WM: initialize WM and deps before handling events

This avoids obscure bugs where operators could run from
events that happen before the UI and depsgraph have been initialized.

See: D2809 for details.
This commit is contained in:
2017-08-25 20:26:52 +10:00
parent 2d5935a9c0
commit 16377abda8
3 changed files with 51 additions and 35 deletions

View File

@@ -495,6 +495,10 @@ void wm_close_and_free_all(bContext *C, ListBase *wmlist)
void WM_main(bContext *C)
{
/* Single refresh before handling events.
* This ensures we don't run operators before the depsgraph has been evaluated. */
wm_event_do_refresh_wm_and_depsgraph(C);
while (1) {
/* get events from ghost, handle window events, add to window queues */

View File

@@ -263,13 +263,56 @@ static void wm_notifier_clear(wmNotifier *note)
memset(((char *)note) + sizeof(Link), 0, sizeof(*note) - sizeof(Link));
}
/**
* Was part of #wm_event_do_notifiers, split out so it can be called once before entering the #WM_main loop.
* This ensures operators don't run before the UI and depsgraph are initialized.
*/
void wm_event_do_refresh_wm_and_depsgraph(bContext *C)
{
wmWindowManager *wm = CTX_wm_manager(C);
uint64_t win_combine_v3d_datamask = 0;
/* combine datamasks so 1 win doesn't disable UV's in another [#26448] */
for (wmWindow *win = wm->windows.first; win; win = win->next) {
win_combine_v3d_datamask |= ED_view3d_screen_datamask(win->screen);
}
/* cached: editor refresh callbacks now, they get context */
for (wmWindow *win = wm->windows.first; win; win = win->next) {
ScrArea *sa;
CTX_wm_window_set(C, win);
for (sa = win->screen->areabase.first; sa; sa = sa->next) {
if (sa->do_refresh) {
CTX_wm_area_set(C, sa);
ED_area_do_refresh(C, sa);
}
}
/* XXX make lock in future, or separated derivedmesh users in scene */
if (G.is_rendering == false) {
/* depsgraph & animation: update tagged datablocks */
Main *bmain = CTX_data_main(C);
/* copied to set's in scene_update_tagged_recursive() */
win->screen->scene->customdata_mask = win_combine_v3d_datamask;
/* XXX, hack so operators can enforce datamasks [#26482], gl render */
win->screen->scene->customdata_mask |= win->screen->scene->customdata_mask_modal;
BKE_scene_update_tagged(bmain->eval_ctx, bmain, win->screen->scene);
}
}
CTX_wm_window_set(C, NULL);
}
/* called in mainloop */
void wm_event_do_notifiers(bContext *C)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmNotifier *note, *next;
wmWindow *win;
uint64_t win_combine_v3d_datamask = 0;
if (wm == NULL)
return;
@@ -373,39 +416,7 @@ void wm_event_do_notifiers(bContext *C)
MEM_freeN(note);
}
/* combine datamasks so 1 win doesn't disable UV's in another [#26448] */
for (win = wm->windows.first; win; win = win->next) {
win_combine_v3d_datamask |= ED_view3d_screen_datamask(win->screen);
}
/* cached: editor refresh callbacks now, they get context */
for (win = wm->windows.first; win; win = win->next) {
ScrArea *sa;
CTX_wm_window_set(C, win);
for (sa = win->screen->areabase.first; sa; sa = sa->next) {
if (sa->do_refresh) {
CTX_wm_area_set(C, sa);
ED_area_do_refresh(C, sa);
}
}
/* XXX make lock in future, or separated derivedmesh users in scene */
if (G.is_rendering == false) {
/* depsgraph & animation: update tagged datablocks */
Main *bmain = CTX_data_main(C);
/* copied to set's in scene_update_tagged_recursive() */
win->screen->scene->customdata_mask = win_combine_v3d_datamask;
/* XXX, hack so operators can enforce datamasks [#26482], gl render */
win->screen->scene->customdata_mask |= win->screen->scene->customdata_mask_modal;
BKE_scene_update_tagged(bmain->eval_ctx, bmain, win->screen->scene);
}
}
CTX_wm_window_set(C, NULL);
wm_event_do_refresh_wm_and_depsgraph(C);
}
static int wm_event_always_pass(const wmEvent *event)

View File

@@ -87,7 +87,8 @@ void wm_event_do_handlers (bContext *C);
void wm_event_add_ghostevent (wmWindowManager *wm, wmWindow *win, int type, int time, void *customdata);
void wm_event_do_notifiers (bContext *C);
void wm_event_do_refresh_wm_and_depsgraph(bContext *C);
void wm_event_do_notifiers(bContext *C);
/* wm_keymap.c */