Crash choice asset library #98946
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opened 2022-06-17 01:35:29 +02:00 by Pawal
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Reference: blender/blender#98946
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System Information
Operating system: Win 10
Graphics card: RX460 2gb
Blender Version
Broken: (3.2)
Worked: (3.0)
Exact steps for others to reproduce the error
Tests.zip
...\Tests\Test Asset\
path to asset librariesList contents of
Test Asset
libraryIt should crash.
Sometimes, omitting step 2 would prevent crash, but no assets would be shown.
Also omitting
tests
folder somehow prevented the crash,Crash log:
P3143: (An Untitled Masterwork)
Added subscriber: @Mulock_666
#100159 was marked as duplicate of this issue
Added subscriber: @PratikPB2123
Changed status from 'Needs Triage' to: 'Needs User Info'
Hi, thanks for the report. Can you try with factory reset?: {nav FIle > Defaults > Load Factory Settings}
Hi! I am glad to help! Did not help. After specifying the asset path and selecting the display directory in the asset browser, it still crashes. Same problem.
Hi, thanks for the update.
I'm not able to repro the crash Can you upload crash.txt file?:
C:\Users\muloc\AppData\Local\Temp\blender.crash.txt
Not sure what could cause the crash in
KERNELBASE.dll
module.maybe a asset from the library causes the crash at the time of loading?
{F13178813}>>! In #98946#1375924, @PratikPB2123 wrote:
Yes, maybe. But in other version it doesn't get to crash. Is there a fix for asset loading?
He! Well, is there any solution?
Changed status from 'Needs User Info' to: 'Needs Triage'
Added subscriber: @iss
Changed status from 'Needs Triage' to: 'Needs User Info'
Can you provide your assets as zip or would it be too big (>200MB)?
This looks like reproducible issue, but we need to be able to cause crash here, and I am not sure from info you provided how to do it. So I am thinking to copy all your data set set it up, in a same way.
oh, no, it won't work that way, this is my entire working archive =( this is more than 200. can you somehow identify it differently?
Can you move some items from library to temporary folder to make it as small as possible? Then perhaps you will be able to share data.
Added subscriber: @OmarEmaraDev
I've not been able to get the crash when assets from this file are loaded: Tests.7z
So it is, this file went away after cleaning the markers. Therefore, I advised downloading the first archive ~ 600mb, it contains this error. It has a source file from my asset archive.
And in this file, there was another bug with the display of marked objects, they were not displayed in the list, there was only 1 object in it. But after cleaning the file from everything superfluous, the problem disappeared, and if you assign the Asset tests folder, then everything works. But, if I assign my main archive, then the error repeats.
I'll duplicate the error call method:
https://youtu.be/0k2T4Q0Z14A
Changed status from 'Needs User Info' to: 'Needs Triage'
Changed status from 'Needs Triage' to: 'Archived'
Can confirm crash in version 3.2.1, but not in 3.3 and higher, so this seems to be resolved already. You can download latest builds from https://builder.blender.org/download/daily/
Trying out the main asset catalog
Version 3.3.0 - crash,
version 3.4.0 - crash.
Loading time goes further, but still crashes.
Changed status from 'Archived' to: 'Needs User Info'
Tests.7z
@Mulock_666 Does it crash with file above? (it is file from description)
It could be that in production you have more files that could cause crash.
Yes, this file should reproduce this error. Unfortunately, my full asset will not fit here =) There are a lot of files.
Therefore, I limited myself to one in which there is a problem.
Can you upload .crash.txt file with version 3.4.0? I suspect there may be different issue since I got no crash this time...
I checked the corrected archive, it loaded normally, the old archive crashed.
3.4.0
blender_system_info.txt
untitled(1).crash.txt
blender_debug_output.txt
Thanks for data. Which one is old one?
I see this file here too:
Tests.7z
Old, ~600mb
New, corrected ~400
Guys, I don't know what happened, but everything changed places!))))
Yesterday I made a project for work on version 3.0, at the end of the day when I finished the project I wanted to mark the objects in the asset - a crash happened! 0_o
This morning, I went to climb, test, and in the end, it works on version 3.4.0! And markers of objects and assets browser opened... I don't know what can be done... Maybe we need logs from 3.0, with this crash because of markers?
Maybe I really need to delete all versions or their settings??
I am a bit confused still too, so I don't think I am in position to give advice. Namely I am not sure what do you refer to as "markers".
In any case is it still working with latest version? Do you think this can be considered as resolved?
This is my marker -
I don't think the issue is closed. Because there is some factor due to which the error already appears on different versions. In solving the issue, an additional problem appeared, with the marking of objects for the asset.
Everything has changed.
For example, a screenshot: version 3.4, added a new object "Cube", put a marker, but it is not displayed, it is also not in the "Unassigned" tab.
After that it all changed, I could not understand. Maybe there is a connection between the settings... I don't know. Please suggest how to check this. I suggested deleting all installed versions because I have Steam, portable, (.exe) installed. Maybe the problem is here?
Changed status from 'Needs User Info' to: 'Needs Triage'
Thanks for clarification, I will check if I can reproduce crash when marking object as asset, but not sure how should I do it.
I assume I should use your "old" asset catalog file, open provided .blend file, add new object and mark it as asset?
I think that provided catalog is different compared to screenshots, so perhaps there is issue as well, but I am not sure what it should contain.
Will be ale to check this next week.
To be honest, I have no experience in software testing, so I speak as I understand it, sorry.
At the moment I'm confused and I can not offer any of the options for repeating the errors.
I propose to make the fundamental conditions with which we will begin testing.
Because I can't trace the logic of why it changes, each time in a different way.
Ммм?
Most problematic for me is amount of data provided. Limiting dataset to least necessary items simplifies tessting a lot at least for us developers.
As for clean installation - 2 Blender instances with different versions(3.1 vs 3.2) should not affect each other in any way.
Okay, so the first version will be 3.0, since this is my main working version. Second 3.4, 3.2, 3.1, 3.3? (in 3.4 they said that this error is gone) Which installation clients to choose .exe or portable version?
You can test either 3.3 or 3.4 version. You should always test with development versions. Older releases other than LTS will not receive bugfixes.
Thanks for the help!
And so, I removed all installed versions, leaving only portable ones.
Downloaded version 3.4.0-alpha+master.e261290cb616
When opening some files in the asset folder path, the list displayed materials and objects that were not in the stock window.
The last situation is when objects that were marked earlier became unmarked.
If I understand the logic of the asset correctly, then all marked files should be displayed regardless of the open file.
The images show an example of displaying a stock scene and the main file that served me for a single scene of all objects (Catalog). It was in it that the main marking of materials and objects took place.
How to make the necessary logs in this situation?

Hi dear, do you have any news or suggestion on this issue?
@PratikPB2123
Should I create a separate topic for an error with the display of objects in the asset browser?
Added subscriber: @pratik-2
@PratikPB2123
Guys, maybe you need to close the topic if it's not interesting?
If the topic needs to be closed due to these errors, then close it, it's not very clear what is happening here.
But I will continue, because the resolved question above (with changing the folder) did not help me, please answer!
Just in case, I will once again demonstrate two errors
By number 2, it seems that each executable file has its own database, and not a common asset repository. Which, as I understand it, can talk about a broken folder hierarchy.
https://youtu.be/nXHEKL6PTbQ
On the video, I made a copy of the archive and transferred it from USB to HDD, and I got two storages:
Archives have many more objects than shown in the video.
When opening some files, different objects are displayed, although the files being opened are in subfolders of the asset folder.
The issue is not, that topic is not interesting. First, I need reliable steps to reproduce the crash, then it would be prefferable to work with less data than 800MB asset catalog.
I am able to reproduce the crash now, will see if I can simplify the dataset.
Departure from the program (Asset Browser) 3.2to Crash when listing asset libraryChanged status from 'Needs Triage' to: 'Confirmed'
Removed subscriber: @pratik-2
Clearly, I wanted to get by in the explanation with only the necessary information, so maybe something was missing. Ok, please let me know if a bug is found or when the topic can be closed.
Hello dear development team. I decided to add a topic on this issue.
A lot of time has passed since the publication of this application, and all my hardware has changed, now it looks like this:
Asset:
I completely cleared all files of fake markers, and asset markers. Since I recently reinstalled the OS, and redid the workspace and folders, I decided to try the asset browser from scratch.
Also, transferred all folders from USBHD to HDD.
Eventually:
The program still crashes after assigning the assets folder.
To repeat, you need:
Logs:
Hi again!
Conducted another test, but based on folders and files.
What will i do:
Stage 1.
I threw all my files in the asset folder into one single file, and deleted one file at a time by the method of elimination until the error ceased to appear.
Outcome:
Stage 2.
Mark Objects: Selectively select files for marking an asset, mostly with a large number of objects and materials.
Outcome:
Stage 3.
Separate files by folder hierarchy:
Outcome: Files from a single folder, distributed by subject.
And so, I think this is a strange situation, with an incomprehensible cause of the problem, because the file that excluded the error was made after the stated problem. Nevertheless, I will attach this file to the message, it may be useful.
Лампада п001, п201, п401, п 601, п 701.blend
I still have one more folder with a new asset, it also fails, I'll try to do a similar test on it.
Test #2 (Second Asset)
Structure:
Stage 1.
Single folder for "Archive".
Conclusion: not working
Stage 2.
I decided to try the elimination method, instead of removing the markers, to make sure that the error is not in the object markers (I could be wrong)
Outcome: not working
Strangely enough, I found a file, after deleting which the asset opened (without a crash), but after restarting the program, it crashed again.
Stage 3.
Returning deleted files from the recycle bin, checking for an error in one folder, and disabling object markers in each file, checking a single folder.
Outcome:
I also noticed that the error appears when there is a window on the screen (Asset Browser).
Those:
But, if you leave the window and save the file, then the next time you start it, there may be a crash at startup (If the asset is selected as active and the file is resaved, and this is an asset with an error)
Now, I don't know how to open these files to remove markers.
Stage 3.1
Faced a crash, this time the crashes appeared in the folders cleared of markers, for example, "Test Asset", but they worked in the examples above, so I decided to check it like this:
Next, I just select other assets.
Result:
Stage 4.
Does it make sense to continue, I'm not sure, I'll wait for an answer ..
Perhaps this is a parameter conflict between marked files, because I noticed that in some files there were many identical marked objects and materials, they were duplicated from several files.
This was due to the operation "Append" - Taking an object or material from a third-party file, its asset marker goes along with it, thereby duplicated materials and objects appeared in the asset.
I'm not sure, but it seems desirable to fix this, especially for beginners it will be a problem, besides it would be correct, for the individuality of the file it is important. After all, the "Mark Asset" parameter has nothing to do with the structure of the object. I may be wrong...
Crash when listing asset libraryto Crash choice asset libraryChanged status from 'Confirmed' to: 'Needs Developer To Reproduce'
Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'
@Mulock_666 This issue is not yet resolved to my knowledge, so please don't change status. As for your comments above, I don't quite understand what you are describing. If you have found new bug, please open new repor.
Pardon me.
This is a description, I was trying to track down what exactly affects this error, directories, or the files themselves.
the result is this:
And it definitely does not depend on the folder hierarchy, but the error alternates with and without markers.
It appears to be a failure of the distribution system, either parsing the content in the files, or some incompatibility.
And I tried to analyze this test process step by step, in each of the steps there were some results, I don’t think that they need to create separate topics.
But no, there was no new problem, it's all about this error with crashes, I just added information, especially since there was a complete replacement of hardware and version.
If a new branch needs to be created for a new version of Blender, I will. please write if so.
Added subscriber: @dr.sybren
Apparently the asset used to be assigned in a catalog path that was too long (longer than 63 characters) to store as the "simple name" for the catalog (which is made for debugging, it is a name based on the catalog path that the asset was in the last time its .blend was saved). In such a case we take the last 60 bytes of the path (modified a bit). Issue is that this part simply clipped the last 60 bytes, disregarding multi-byte/unicode characters. In this case there were a bunch of unicode characters, and so the first unicode character got corrupted, leading to errors in the JSON writing for the asset index.
@Mulock_666 do you still have the original
blender_assets.cats.txt
file? It should contain a catalog with a path ending in"ериалы/Порода камня/Полированый"
. We could use this to add an automatic test to make sure this doesn't break again in future.@dr.sybren something like this should make the clipping UTF8 compatible:
This is untested, would love to get the original catalog path from this report to test with.
Now, how should the asset indexing handle invalid UTF8 characters? Should it throw an exception? Replace it with the
U+FFFD
replacement character? Ignore it and just copy the bytes? Something else?Either way the error handling could be improved. Currently it still writes an empty file when an exception is thrown while serializing.
This may be true, but from my last tests, I created a completely new folder for assets, with a different folder system, in one of the tests this system worked, but when switching between some assets, there will be a crash.
Yes, the file you requested has been deleted, .
Regarding your example, if I understood it correctly, it doesn't depend on the old path, because it's a completely new path.
By the way, I thought and remembered that in these tests, I did not create categories in the asset. And I don't have blender_assets.cats in the assigned folders. This is problem?
Maybe because of this, the system cannot recognize what and where it is, roughly speaking, it seems that the blender loses the blender_assets.cats file, because it is conditional, and when switching it does not remember it?
It is necessary that this file be created even without sorting by categories, or that "Unallocated" objects be in the conditional category as not distributed, so that the blender_assets.cats file can be created.
When creating categories in an asset, I noticed that the asset category is tied to the file save operation, i.e. the blender_assets.cats file is created only after the scene is saved. This is right?
Maybe this should be made a separate save?
Something like, create an asset file, asset or the like.
When specifying an asset folder in the settings, does blender look for tagged files or is it this particular blender_assets.cats ?
If, when selecting an asset, the program looks for blender_assets.cats which contains links to markers, then it seems logical to make it separate.
Like this:
It seems important that there be a single sorting file.
Roughly speaking, the blender_assets.cats files should have their own hierarchy of location and interconnections, or separately.
I don't understand the code structure well, sorry =(