Crash when renaming a world in a timer and dragging a world in the asset browser #102020

Open
opened 2022-10-23 16:53:02 +02:00 by Andrew Stevenson · 5 comments

System Information
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23

Blender Version
Broken: version: 3.4.0 Alpha, branch: master, commit date: 2022-10-23 04:24, hash: 763ad17769
Worked: Don't know, tested back to 3.1, and still got the crash

Short description of error
When a python timer renames a world, and the user is dragging a world from another file in the asset browser, blender will crash. (doesn't happen if the world is from the current file)

I also tested this on materials, and it didn't cause a crash, so I assume that it's limited to just worlds.

Exact steps for others to reproduce the error
world renaming crash.blend

  • Open the attached blend file, and run the script in the text editor.
  • That will start a timer that will run once a second for ten seconds, and will rename a world data-block each time.
  • During those ten seconds, in the asset browser window, start dragging a world asset that originates from another file.
  • Blender should crash.

2022-10-23 15-49-18.mp4

Thanks a lot!

**System Information** Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23 **Blender Version** Broken: version: 3.4.0 Alpha, branch: master, commit date: 2022-10-23 04:24, hash: `763ad17769` Worked: Don't know, tested back to 3.1, and still got the crash **Short description of error** When a python timer renames a world, and the user is dragging a world *from another file* in the asset browser, blender will crash. (doesn't happen if the world is from the current file) I also tested this on materials, and it didn't cause a crash, so I assume that it's limited to just worlds. **Exact steps for others to reproduce the error** [world renaming crash.blend](https://archive.blender.org/developer/F13753539/world_renaming_crash.blend) * Open the attached blend file, and run the script in the text editor. * That will start a timer that will run once a second for ten seconds, and will rename a world data-block each time. * During those ten seconds, in the asset browser window, start dragging a world asset that originates from another file. * Blender should crash. [2022-10-23 15-49-18.mp4](https://archive.blender.org/developer/F13753529/2022-10-23_15-49-18.mp4) Thanks a lot!

Added subscriber: @Strike_Digital

Added subscriber: @Strike_Digital
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Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Thanks for the report. I can redo the crash in release build but not in debug build. Crash occurs in module which is related to GPU driver.

# backtrace
Exception Record:

ExceptionCode         : EXCEPTION_ACCESS_VIOLATION
Exception Address     : 0x00007FFDC122B130
Exception Module      : nvoglv64.dll
Exception Flags       : 0x00000000
Exception Parameters  : 0x2
	Parameters[0] : 0x0000000000000000
	Parameters[1] : 0x0000000000000000


Stack trace:
nvoglv64.dll        :0x00007FFDC10EBF40  DrvPresentBuffers
nvoglv64.dll        :0x00007FFDC10EBF40  DrvPresentBuffers
nvoglv64.dll        :0x00007FFDC10EBF40  DrvPresentBuffers
nvoglv64.dll        :0x00007FFDC10EBF40  DrvPresentBuffers
nvoglv64.dll        :0x00007FFDC10EBF40  DrvPresentBuffers
nvoglv64.dll        :0x00007FFDC10EBF40  DrvPresentBuffers
nvoglv64.dll        :0x00007FFDC10EBF40  DrvPresentBuffers
nvoglv64.dll        :0x00007FFDC10EBF40  DrvPresentBuffers
nvoglv64.dll        :0x00007FFDC10EBF40  DrvPresentBuffers
nvoglv64.dll        :0x00007FFDC0CEF109  Symbols not available
Thanks for the report. I can redo the crash in release build but not in debug build. Crash occurs in module which is related to GPU driver. ```lines=10 # backtrace Exception Record: ExceptionCode : EXCEPTION_ACCESS_VIOLATION Exception Address : 0x00007FFDC122B130 Exception Module : nvoglv64.dll Exception Flags : 0x00000000 Exception Parameters : 0x2 Parameters[0] : 0x0000000000000000 Parameters[1] : 0x0000000000000000 Stack trace: nvoglv64.dll :0x00007FFDC10EBF40 DrvPresentBuffers nvoglv64.dll :0x00007FFDC10EBF40 DrvPresentBuffers nvoglv64.dll :0x00007FFDC10EBF40 DrvPresentBuffers nvoglv64.dll :0x00007FFDC10EBF40 DrvPresentBuffers nvoglv64.dll :0x00007FFDC10EBF40 DrvPresentBuffers nvoglv64.dll :0x00007FFDC10EBF40 DrvPresentBuffers nvoglv64.dll :0x00007FFDC10EBF40 DrvPresentBuffers nvoglv64.dll :0x00007FFDC10EBF40 DrvPresentBuffers nvoglv64.dll :0x00007FFDC10EBF40 DrvPresentBuffers nvoglv64.dll :0x00007FFDC0CEF109 Symbols not available ```

Just in case someone somehow has the same problem as me, I'm using this workaround in the meantime:

class TEST_OT_rename_world_without_crash(bpy.types.Operator):
    bl_idname="test.rename_world_without_crash"

    world_name: StringProperty()

    new_world_name: StringProperty()

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        return {"RUNNING_MODAL"}

    def modal(self, context, event):

        if event.type in {"LEFTMOUSE", "ESC"} and event.value == "RELEASE":
            world = bpy.data.worlds[self.world_name]
            world.name = self.new_world_name
            return {"FINISHED"}

        return {"PASS_THROUGH"}

It just waits until the user cancels the drag operation, or releases the left mouse or escape keys before removing the world. Obviously, there's some potential for very niche bugs to occur, but I think it's ok as a workaround.

Just in case someone somehow has the same problem as me, I'm using this workaround in the meantime: ``` class TEST_OT_rename_world_without_crash(bpy.types.Operator): bl_idname="test.rename_world_without_crash" world_name: StringProperty() new_world_name: StringProperty() def invoke(self, context, event): context.window_manager.modal_handler_add(self) return {"RUNNING_MODAL"} def modal(self, context, event): if event.type in {"LEFTMOUSE", "ESC"} and event.value == "RELEASE": world = bpy.data.worlds[self.world_name] world.name = self.new_world_name return {"FINISHED"} return {"PASS_THROUGH"} ``` It just waits until the user cancels the drag operation, or releases the left mouse or escape keys before removing the world. Obviously, there's some potential for very niche bugs to occur, but I think it's ok as a workaround.
Bastien Montagne added this to the Pipeline, Assets & IO project 2023-02-09 15:39:30 +01:00
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Reference: blender/blender#102020
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