Blender shuts down when playing a Rigid Body animation in a linked scene #67123
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Reference: blender/blender#67123
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System Information
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: AMD Radeon R7 200 Series ATI Technologies Inc. 4.5.13492 Core Profile Context 22.19.677.257
Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-10 23:46, hash:
676543d91f
Worked: (optional)
Short description of error
Blender shuts down when playin the animation of a rigid body object in a linked scene
Exact steps for others to reproduce the error
Load Factory Settings
Add the cube as Rigid Body
Create a new scene, Linked Copy
Play the animation in any of the two scenes
When switching to the other scene, Blender shuts down
Added subscriber: @HaJo
Added subscribers: @mont29, @ZedDB
Backtrace:
@mont29 I'm unsure if this is for you (linked data), so feel free to reassign.
@zedb This has absolutely nothing to do with lib linking (Linked Copy of a scene just shares the objects with both old and new scene, totally unrelated ;) ).
That’s most likely a depsgraph/update issue, though I'll have a look first to check if some weird collection/rigidbody mess is not going on here…
Added subscriber: @Sergey
That’s a real can of worms… After a painful investigation, that patch fixes the first part of the issue (trying to remove an RB object from an new RB world which is currently empty - that is presumably a bug in Bullet library actually, but we can fairly easily work around it in the end: D5315: Partial fix for crash with RigidBody objects whared in several scenes..
Now we have a depsgraph/CoW issue for which I am summoning @Sergey here. With above patch, first switch between scene now works, but second one fails on a new issue, which seems to be that original and evaluated objects/scenes share some RB data, which get freed in from some DEG evaluation thread, but does not seem to be back-ported to orig object.
Am not sure what’s supposed to happen here, not even sure sharing some RB sim data between orig and eval IDs is a good idea (means we cannot have two different sims with same object in two different scenes at the same time?)…
We could also go the simple way and just forbid an object to be part of more than one RB world/sim.
Uh, forgot to paste the ASAN backtrace of the new issue:
This roots into a wrong data layout decision in 98a0bcd425: while it's fine to share some of the rigid body descriptors between original object and single evaluated dependency graph, this can not work when there are two dependency graphs involved.
Sharing just a pointcache itself will not cause an issue. An example of this can be found at around usages of
PSYS_SHARED_CACHES
.This area needs deeper refactor, to make fully compatible with the new designs.
Added subscriber: @iss
Changed status from 'Confirmed' to: 'Needs User Info'
I have re-triaged this report and can not reproduce it.
Can you please check if this is still an issue in latest build?
https://builder.blender.org/download/
Changed status from 'Needs User Info' to: 'Confirmed'
Actually I managed to crash this setup by opening new file...
Added subscriber: @JacquesLucke
It seems unlikely that we will do the required refactor soon. Therefore, I'll reclassify this as a known issue for now.
Just noting that this is still crashing in current main