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blender-archive/source/blender/depsgraph/intern/node/deg_node_id.h
Sergey Sharybin abbc43e4e4 Fix T84397: Creating and removing many objects very quickly causes a crash
The root of the issue was caused by the dependency graph using ID pointer
to map evaluated state from old depsgraph to new one upon relations update.
This was failing when IDs were re-allocated rapidly: was possible that
Object ID's evaluated state assigned to Mesh and vice versa.

Now depsgraph uses Session UUID to identify which IDs to restore evaluated
state to. The session UUID is stored in the IDNode, so that id_orig is not
dereferenced on depsgraph update since the ID might be freed.

The root of the issue is identified by Campbell, original patch was done
by Bastien, thanks! Also thanks to Oliver and Ray and everyone else for
testing!
2021-01-12 17:16:48 +01:00

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup depsgraph
*/
#pragma once
#include "BLI_ghash.h"
#include "BLI_sys_types.h"
#include "DNA_ID.h"
#include "intern/node/deg_node.h"
namespace blender {
namespace deg {
struct ComponentNode;
typedef uint64_t IDComponentsMask;
/* NOTE: We use max comparison to mark an id node that is linked more than once
* So keep this enum ordered accordingly. */
enum eDepsNode_LinkedState_Type {
/* Generic indirectly linked id node. */
DEG_ID_LINKED_INDIRECTLY = 0,
/* Id node present in the set (background) only. */
DEG_ID_LINKED_VIA_SET = 1,
/* Id node directly linked via the SceneLayer. */
DEG_ID_LINKED_DIRECTLY = 2,
};
const char *linkedStateAsString(eDepsNode_LinkedState_Type linked_state);
/* ID-Block Reference */
struct IDNode : public Node {
struct ComponentIDKey {
ComponentIDKey(NodeType type, const char *name = "");
uint64_t hash() const;
bool operator==(const ComponentIDKey &other) const;
NodeType type;
const char *name;
};
virtual void init(const ID *id, const char *subdata) override;
void init_copy_on_write(ID *id_cow_hint = nullptr);
~IDNode();
void destroy();
virtual string identifier() const override;
ComponentNode *find_component(NodeType type, const char *name = "") const;
ComponentNode *add_component(NodeType type, const char *name = "");
virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
void finalize_build(Depsgraph *graph);
IDComponentsMask get_visible_components_mask() const;
/* Type of the ID stored separately, so it's possible to perform check whether CoW is needed
* without de-referencing the id_cow (which is not safe when ID is NOT covered by CoW and has
* been deleted from the main database.) */
ID_Type id_type;
/* ID Block referenced. */
ID *id_orig;
/* Session-wide UUID of the id_orig.
* Is used on relations update to map evaluated state from old nodes to the new ones, without
* relying on pointers (which are not guaranteed to be unique) and without dereferencing id_orig
* which could be "stale" pointer. */
uint id_orig_session_uuid;
/* Evaluated datablock.
* Will be covered by the copy-on-write system if the ID Type needs it. */
ID *id_cow;
/* Hash to make it faster to look up components. */
Map<ComponentIDKey, ComponentNode *> components;
/* Additional flags needed for scene evaluation.
* TODO(sergey): Only needed for until really granular updates
* of all the entities. */
uint32_t eval_flags;
uint32_t previous_eval_flags;
/* Extra customdata mask which needs to be evaluated for the mesh object. */
DEGCustomDataMeshMasks customdata_masks;
DEGCustomDataMeshMasks previous_customdata_masks;
eDepsNode_LinkedState_Type linked_state;
/* Indicates the datablock is visible in the evaluated scene. */
bool is_directly_visible;
/* For the collection type of ID, denotes whether collection was fully
* recursed into. */
bool is_collection_fully_expanded;
/* Is used to figure out whether object came to the dependency graph via a base. */
bool has_base;
/* Accumulated flag from operation. Is initialized and used during updates flush. */
bool is_user_modified;
IDComponentsMask visible_components_mask;
IDComponentsMask previously_visible_components_mask;
DEG_DEPSNODE_DECLARE;
};
} // namespace deg
} // namespace blender