Fix #118637: crash after editbone duplication in certain case #118676
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Reference: blender/blender#118676
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Crash happens in
action_group_colors_set_from_posebone
/ANIM_bonecolor_posebone_get
on abPoseChannel
without abone
.If I am not mistaken a new
bPoseChannel
(e.g. after duplication) willonly get its
bone
after leaving editmode.So in a way the situation is similar to
2a8ce1f121
Behavior of
animchan_sync_group
is not reliable in a way that gettinga
bPoseChannel
from anbActionGroup
will guarantee these are reallycorresponding. So usually, if you dulplicate/symmetrize a bone, there
would be no corresponding
bActionGroup
and nothing would happenreally. But you could for example group fcurves from
Bone
under agroup called
Bone.001
and vice versa. This is totally allowed to do.In this case,
animchan_sync_group
is doing nothing totally helpful, soit could find the "wrong"
bPoseChannel
. And it could tryaction_group_colors_set_from_posebone
with thatbPoseChannel
whichstill does not have a
bone
and then crash.So now only do this if we have a valid
bone
.Thanks for the analysis & the fix!
To slowly migrate our code towards more predictability, I'm trying to get as much of the new code to distinguish between "this
nullptr
parameter makes sense for this function" from "this really cannot benullptr
for this function to do its job". Here I feel we're in the latter case -- "set something based on this posebone" can't do its job without getting a posebone. In the longer run we could make the parameter a reference instead, to drive the point home that it's not optional.So if you don't mind applying this diff before landing the PR it's a LGTM!
PS: the check for
pchan->bone
I kept inside the function. It would create too tight coupling to move that check out, as then the caller would have to know that the function might actually use that pointer.