Depsgraph - Dependency Cycle - concurrency issue leading to memory after use errors. #103373
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Reference: blender/blender#103373
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Disclaimer: This is a very elusive 'bug'. I stumbled on it after making changes in a completely unrelated area (liboverrides diffing code in
fcddb7cda7
). Artificially raising the amount of threads seems to make it more easily reproducible though.Reproducible fairly consistently on my machine with Sprites production file
110_0010_A.anim.blend
versionr2747
. This file contains dependency loops, which as far as I understand makes depsgraph fail to fully handle dependencies between updates, leading to some data being freed while/before it is used from another ID.Not sure how much we support these dependency loops cases, but think crashes at least should not be accepted here?
Here is a small patch I used to debug:
The interesting part of the error log with an ASAN build:
This trace makes it pretty clear that
BKE_object_select_update
from object evaluation code accesses data that has been freed by Mesh evaluation code (BKE_mesh_eval_geometry
).Note that skipping (returning) here does not help, since code will crash in another place then (like inside the
BKE_library_foreach_ID_link
call indeg_validate_copy_on_write_datablock
).PS: Also seems weird to me that freeing runtime
mesh_eval
inBKE_mesh_eval_geometry
is not protected by a lock onmesh->runtime->eval_mutex
?Changed status from 'Needs Triage' to: 'Confirmed'
Added subscribers: @mont29, @Sergey, @JacquesLucke
BKE_mesh_eval_geometry
is not supposed to be run on the same mesh mesh multiple times per single depsgraph update. But also, the geometry component of the object is not supposed to be executed before the mesh itself is evaluated.Doing something like this P3417 should help with dealing with non-evaluated data when the dependnecy cycle is detected. Don't currently have Sprites SVN here, so can not dig deeper yet.