WIP: Fix #106127: crash enabling "Dynamic" on already bound MeshDeform mod #106617

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Philipp Oeser wants to merge 1 commits from lichtwerk/blender:106127 into main

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The UI would already disable the prop, but setting via python or drivers
would still be possible, resulting in a crash because important dynamic
binding data would be missing in the modifier evaluation.

Now report an error in the modifier in such case instad of crashing.

Alternatively, re-binding under the hood could be investigated.

The UI would already disable the prop, but setting via python or drivers would still be possible, resulting in a crash because important dynamic binding data would be missing in the modifier evaluation. Now report an error in the modifier in such case instad of crashing. Alternatively, re-binding under the hood could be investigated.
Philipp Oeser added 1 commit 2023-04-06 10:38:21 +02:00
9435b46d0b Fix #106127: crash enabling "Dynamic" on already bound MeshDeform mod
The UI would already disable the prop, but setting via python or drivers
would still be possible, resulting in a crash because important dynamic
binding data would be missing in the modifier evaluation.

Now report an error in the modifier in such case instad of crashing.

Alternatively, re-binding under the hood could be investigated.
Philipp Oeser added this to the Animation & Rigging project 2023-04-06 10:38:32 +02:00
Philipp Oeser added the
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Modifiers
label 2023-04-06 10:38:52 +02:00
Philipp Oeser requested review from Sybren A. Stüvel 2023-04-06 10:39:04 +02:00
Philipp Oeser requested review from Sergey Sharybin 2023-04-06 10:39:13 +02:00
Sergey Sharybin reviewed 2023-04-06 11:17:58 +02:00
Sergey Sharybin left a comment
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I wonder whether this should actually be handled on the RNA level and do BKE_report when the property is attempted to be assigned from Python?

Also, I am not sure whether the property is actually intended to be drivable/animatable.

But as a fall-back for older files this patch might still be useful.

Curios what you think about these points.

I wonder whether this should actually be handled on the RNA level and do `BKE_report` when the property is attempted to be assigned from Python? Also, I am not sure whether the property is actually intended to be drivable/animatable. But as a fall-back for older files this patch might still be useful. Curios what you think about these points.
@ -383,0 +383,4 @@
/* The UI will not allow enabling Dynamic once bound, but setting via RNA or drivers might
* happen. Evaluation will miss important binding data then though, so better do nothing in such
* case (alternatively re-binding could be considered, see above). */
if (mmd->flag & MOD_MDEF_DYNAMIC_BIND && !mmd->dynverts) {

Use parenthesis to avoid ambiguity:
if ((mmd->flag & MOD_MDEF_DYNAMIC_BIND) && !mmd->dynverts)

Use parenthesis to avoid ambiguity: `if ((mmd->flag & MOD_MDEF_DYNAMIC_BIND) && !mmd->dynverts)`

Alternatively, re-binding under the hood could be investigated.

I don't think this is a good idea. It'll make it too easy to accidentally discard people's data. Unless I'm mistaken, getting the binding data back once it's gone can be fairly tricky.

I wonder whether this should actually be handled on the RNA level and do BKE_report when the property is attempted to be assigned from Python?

Also, I am not sure whether the property is actually intended to be drivable/animatable.

I could see the use from an studio-customisation/automatisation point of view, where the driver determines which kind of binding is used in which situation. Unfortunately the bug reporter didn't mention their use case.

The desired behaviour I think also depends on the intent of this driver. If I'm right and it's indeed about automating what should happen when the 'Bind' button is pressed, it means that setting this property should not have any influence when the modifier is already bound.

The crash seems to occur because the property has two purposes now:

  1. determine which data is to be used when the modifier is evaluated, and
  2. determine which data is set when the binding operator is run.

I think a proper solution would be to disconnect those two purposes. It might be enough to alter meshdeform_vert_task() and replace if (mmd->flag & MOD_MDEF_DYNAMIC_BIND) with if (mmd->dynverts != NULL). Or better:

const bool is_dynamic_bind = (mmd->dynverts != NULL);
if (is_dynamic_bind) { ... }

That way the 'binding mode' that was actually used to construct the data is used when evaluating, and this particular flag is only used for the binding operator.

> Alternatively, re-binding under the hood could be investigated. I don't think this is a good idea. It'll make it too easy to accidentally discard people's data. Unless I'm mistaken, getting the binding data back once it's gone can be fairly tricky. > I wonder whether this should actually be handled on the RNA level and do `BKE_report` when the property is attempted to be assigned from Python? > > Also, I am not sure whether the property is actually intended to be drivable/animatable. I could see the use from an studio-customisation/automatisation point of view, where the driver determines which kind of binding is used in which situation. Unfortunately the bug reporter didn't mention their use case. The desired behaviour I think also depends on the intent of this driver. If I'm right and it's indeed about automating what should happen when the 'Bind' button is pressed, it means that setting this property should not have any influence when the modifier is already bound. The crash seems to occur because the property has two purposes now: 1. determine which data is to be used when the modifier is evaluated, and 2. determine which data is set when the binding operator is run. I think a proper solution would be to disconnect those two purposes. It might be enough to alter `meshdeform_vert_task()` and replace `if (mmd->flag & MOD_MDEF_DYNAMIC_BIND)` with `if (mmd->dynverts != NULL)`. Or better: ```c const bool is_dynamic_bind = (mmd->dynverts != NULL); if (is_dynamic_bind) { ... } ``` That way the 'binding mode' that was actually used to construct the data is used when evaluating, and this particular flag is only used for the binding operator.
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I would also assume the driver is set up to automate what should happen when binding is triggered.

It is not possible to have both binding data available (dynamic and "un-dynamic"), right? So if dynamic is available, it should always be used, so then what @dr.sybren suggests for meshdeform_vert_task makes sense. We could even hide the property completely from the UI after binding then?

Would still prefer if we additionally use BKE_modifier_set_error if data is not found (so the user knows something is missing/wrong)

I would also assume the driver is set up to automate what should happen when binding is triggered. It is not possible to have both binding data available (dynamic and "un-dynamic"), right? So if dynamic is available, it should always be used, so then what @dr.sybren suggests for `meshdeform_vert_task` makes sense. We could even hide the property completely from the UI after binding then? Would still prefer if we additionally use `BKE_modifier_set_error` if data is not found (so the user knows something is missing/wrong)

It is not possible to have both binding data available (dynamic and "un-dynamic"), right? So if dynamic is available, it should always be used

I think that's the case, yeah.

so then what @dr.sybren suggests for meshdeform_vert_task makes sense. We could even hide the property completely from the UI after binding then?

I think the property still holds value in the sense that it shows what kind of data was set.

Would still prefer if we additionally use BKE_modifier_set_error if data is not found (so the user knows something is missing/wrong)

👍

> It is not possible to have both binding data available (dynamic and "un-dynamic"), right? So if dynamic is available, it should always be used I think that's the case, yeah. > so then what @dr.sybren suggests for `meshdeform_vert_task` makes sense. We could even hide the property completely from the UI after binding then? I think the property still holds value in the sense that it shows what kind of data was set. > Would still prefer if we additionally use `BKE_modifier_set_error` if data is not found (so the user knows something is missing/wrong) :+1:
Philipp Oeser changed title from Fix #106127: crash enabling "Dynamic" on already bound MeshDeform mod to WIP: Fix #106127: crash enabling "Dynamic" on already bound MeshDeform mod 2023-04-24 09:56:43 +02:00
This pull request has changes conflicting with the target branch.
  • source/blender/modifiers/intern/MOD_meshdeform.c

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Reference: blender/blender#106617
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