From feee9f9695e988c0e7192f9c3cc452349e400e4d Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Mon, 26 Apr 2021 11:42:46 -0700 Subject: [PATCH] Fix skinning initialization in MeshInstance when loaded from thread Fix for a regression from software skinning support: instance_attach_skeleton wasn't called in set_mesh before, and it's causing issues when the mesh instance is loaded from a thread. 1. Call from a thread queues instance_attach_skeleton with RID() in the visual server. 2. Call from the main thread when entering tree calls instance_attach_skeleton immediately with a valid skeleton 3. Queued instance_attach_skeleton resets the attached skeleton This change prevents that to happen by making sure instance_attach_skeleton is not called on set_mesh as it was doing before, but there might be a more general problem to solve in how visual server commands are executed when resources are loaded from a different thread. --- scene/3d/mesh_instance.cpp | 16 +++++++++++----- scene/3d/mesh_instance.h | 2 +- 2 files changed, 12 insertions(+), 6 deletions(-) diff --git a/scene/3d/mesh_instance.cpp b/scene/3d/mesh_instance.cpp index 1e6886c148e..09225df9b76 100644 --- a/scene/3d/mesh_instance.cpp +++ b/scene/3d/mesh_instance.cpp @@ -143,7 +143,7 @@ void MeshInstance::set_mesh(const Ref &p_mesh) { mesh->connect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed); materials.resize(mesh->get_surface_count()); - _initialize_skinning(); + _initialize_skinning(false, false); } else { set_base(RID()); @@ -208,7 +208,7 @@ bool MeshInstance::_is_software_skinning_enabled() const { return global_software_skinning; } -void MeshInstance::_initialize_skinning(bool p_force_reset) { +void MeshInstance::_initialize_skinning(bool p_force_reset, bool p_call_attach_skeleton) { if (mesh.is_null()) { return; } @@ -324,7 +324,9 @@ void MeshInstance::_initialize_skinning(bool p_force_reset) { update_mesh = true; } - visual_server->instance_attach_skeleton(get_instance(), RID()); + if (p_call_attach_skeleton) { + visual_server->instance_attach_skeleton(get_instance(), RID()); + } if (is_visible_in_tree() && (software_skinning_flags & SoftwareSkinning::FLAG_BONES_READY)) { // Intialize from current skeleton pose. @@ -336,7 +338,9 @@ void MeshInstance::_initialize_skinning(bool p_force_reset) { skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning"); } - visual_server->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton()); + if (p_call_attach_skeleton) { + visual_server->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton()); + } if (software_skinning) { memdelete(software_skinning); @@ -345,7 +349,9 @@ void MeshInstance::_initialize_skinning(bool p_force_reset) { } } } else { - visual_server->instance_attach_skeleton(get_instance(), RID()); + if (p_call_attach_skeleton) { + visual_server->instance_attach_skeleton(get_instance(), RID()); + } if (software_skinning) { memdelete(software_skinning); software_skinning = nullptr; diff --git a/scene/3d/mesh_instance.h b/scene/3d/mesh_instance.h index 151dbd60194..fe874b25c6e 100644 --- a/scene/3d/mesh_instance.h +++ b/scene/3d/mesh_instance.h @@ -93,7 +93,7 @@ protected: bool _is_software_skinning_enabled() const; static bool _is_global_software_skinning_enabled(); - void _initialize_skinning(bool p_force_reset = false); + void _initialize_skinning(bool p_force_reset = false, bool p_call_attach_skeleton = true); void _update_skinning(); protected: