Regression: Accessing a GN submenu via Quick Favorites causes crash in #106621

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opened 2023-04-06 13:22:03 +02:00 by Sun Kim · 8 comments
Contributor

System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.2.230315

Blender Version
Broken: version: 3.4, 3.6.0 Alpha
Worked: 3.3
Caused by cf98518055

Short description of error
In Geometry Nodes editor, accessing a submenu of the add menu via Quick Favorites can cause crash. This happens if the access from Quick Favorites happens before accessing the add menu via the usual ways (Shift-A, header menu, context menu).

Crash log from 3.5.0 stable:
blender.crash.txt

Exact steps for others to reproduce the error

  • From Geometry Nodes editor, open the add menu, and register any of menus that has submenu(s) to Quick Favorites (Attribute menu for example)
  • Close Blender so we can start clean
  • Launch Blender, and go to Geometry Nodes editor. DO NOT bring up the add menu
  • Bring up the quick favorites, and access the menu
**System Information** Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.2.230315 **Blender Version** Broken: version: 3.4, 3.6.0 Alpha Worked: 3.3 Caused by cf985180551da833d4160afcdf2cb4292e138174 **Short description of error** In Geometry Nodes editor, accessing a submenu of the add menu via Quick Favorites can cause crash. This happens if the access from Quick Favorites happens before accessing the add menu via the usual ways (`Shift-A`, header menu, context menu). Crash log from 3.5.0 stable: [blender.crash.txt](/attachments/28906544-d164-45bd-ae52-e3712e98ebe1) **Exact steps for others to reproduce the error** - From Geometry Nodes editor, open the add menu, and register any of menus that has submenu(s) to Quick Favorites (`Attribute` menu for example) - Close Blender so we can start clean - Launch Blender, and go to Geometry Nodes editor. DO NOT bring up the add menu - Bring up the quick favorites, and access the menu
Sun Kim added the
Priority
Normal
Type
Report
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Needs Triage
labels 2023-04-06 13:22:04 +02:00
Author
Contributor

@mod_moder Hi, how about adding Geometry Nodes label so this can get some attention from the module?

@mod_moder Hi, how about adding Geometry Nodes label so this can get some attention from the module?

@persun In a fact, i was may just be confused in this, that bug look like interface related. Not sure, why i assign python module, sorry.

@persun In a fact, i was may just be confused in this, that bug look like interface related. Not sure, why i assign python module, sorry.
Member

Worked: 3.4

For me 3.4 is the first bad version. I'll bisect and raise the priority for now.

> Worked: 3.4 For me 3.4 is the first bad version. I'll bisect and raise the priority for now.
Pratik Borhade added
Priority
High
and removed
Priority
Normal
labels 2023-04-26 13:41:41 +02:00
Member

Bisecting points to: cf98518055
@HooglyBoogly ^

Bisecting points to: cf985180551da833d4160afcdf2cb4292e138174 @HooglyBoogly ^
Pratik Borhade changed title from Accessing a submenu of the add menu via Quick Favorites causes crash in Geometry Nodes to Regression: Accessing a GN submenu via Quick Favorites causes crash in 2023-04-26 14:10:11 +02:00
Member

@HooglyBoogly

Following these instructions exactly I see this same error with an exception in uiTemplateNodeAssetMenuItems while iterating through an AssetCatalogTree with find_root_item.

At the point of error the tree's catalogs is null. So everything seems to work perfectly with this change:

diff --git a/source/blender/editors/space_node/add_menu_assets.cc b/source/blender/editors/space_node/add_menu_assets.cc
index ba14abcdd92..8bc435bbc3f 100644
--- a/source/blender/editors/space_node/add_menu_assets.cc
+++ b/source/blender/editors/space_node/add_menu_assets.cc
@@ -330,12 +330,16 @@ void uiTemplateNodeAssetMenuItems(uiLayout *layout, bContext *C, const char *cat
 {
   using namespace blender;
   using namespace blender::ed::space_node;
   bScreen &screen = *CTX_wm_screen(C);
   SpaceNode &snode = *CTX_wm_space_node(C);
   AssetItemTree &tree = *snode.runtime->assets_for_menu;
+
+  if (&tree.catalogs == nullptr) {
+    return;
+  }
   const asset_system::AssetCatalogTreeItem *item = tree.catalogs.find_root_item(catalog_path);
   if (!item) {
     return;
   }
 
   asset_system::AssetLibrary *all_library = get_all_library_once_available();

But without understanding this area much the above could also just be hiding an unexpected error state.

@HooglyBoogly Following these instructions exactly I see this same error with an exception in `uiTemplateNodeAssetMenuItems` while iterating through an AssetCatalogTree with find_root_item. At the point of error the tree's `catalogs` is null. So everything seems to work perfectly with this change: ```Diff diff --git a/source/blender/editors/space_node/add_menu_assets.cc b/source/blender/editors/space_node/add_menu_assets.cc index ba14abcdd92..8bc435bbc3f 100644 --- a/source/blender/editors/space_node/add_menu_assets.cc +++ b/source/blender/editors/space_node/add_menu_assets.cc @@ -330,12 +330,16 @@ void uiTemplateNodeAssetMenuItems(uiLayout *layout, bContext *C, const char *cat { using namespace blender; using namespace blender::ed::space_node; bScreen &screen = *CTX_wm_screen(C); SpaceNode &snode = *CTX_wm_space_node(C); AssetItemTree &tree = *snode.runtime->assets_for_menu; + + if (&tree.catalogs == nullptr) { + return; + } const asset_system::AssetCatalogTreeItem *item = tree.catalogs.find_root_item(catalog_path); if (!item) { return; } asset_system::AssetLibrary *all_library = get_all_library_once_available(); ``` But without understanding this area much the above could also just be hiding an unexpected error state.
Member

I don't get a crash here, the menu in the quick favorites is just empty. That's probably expected due to the way we build the menu dynamically though, which relies on the context variables stored in the parent UI layout to find which sub-catalog to use.

@Harley Not sure about that diff. If tree isn't null, tree.catalogs will never be null. Maybe the null check needs to be on snode.runtime->assets_for_menu. If that's enough to avoid a crash though, I see no reason not to add the null check there.

I don't get a crash here, the menu in the quick favorites is just empty. That's probably expected due to the way we build the menu dynamically though, which relies on the context variables stored in the parent UI layout to find which sub-catalog to use. @Harley Not sure about that diff. If `tree` isn't null, `tree.catalogs` will never be null. Maybe the null check needs to be on `snode.runtime->assets_for_menu`. If that's enough to avoid a crash though, I see no reason not to add the null check there.
Member

@HooglyBoogly - If tree isn't null, tree.catalogs will never be null

At the time of the crash the tree existed in that I could examine its contents, but for its "catalogs" my MSVS debugger showed it having a value like "struct at NULL" which I honestly have never seen before.

@HooglyBoogly - If tree isn't null, tree.catalogs will never be null At the time of the crash the tree existed in that I could examine its contents, but for its "catalogs" my MSVS debugger showed it having a value like "struct at NULL" which I honestly have never seen before.
Harley Acheson self-assigned this 2023-05-16 18:14:26 +02:00
Member

Maybe the null check needs to be on snode.runtime->assets_for_menu. If that's enough to avoid a crash though, I see no reason not to add the null check there.

Yes, that works perfectly and is a better check. Will post a PR.

> Maybe the null check needs to be on `snode.runtime->assets_for_menu`. If that's enough to avoid a crash though, I see no reason not to add the null check there. Yes, that works perfectly and is a better check. Will post a PR.
Blender Bot added
Status
Resolved
and removed
Status
Confirmed
labels 2023-05-16 20:50:55 +02:00
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Reference: blender/blender#106621
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