Improve handling of (in)direclty linked status for linked IDs.

This commit essentially ensures before writing .blend file that only
actualy locally used linked IDs are tagged as `LIB_TAG_EXTERN` (and
therefore get a reference stored in the .blend file).

Previously, a linked ID tagged as directly linked would never get back
to the indirectly linked status. Consequence was a lot of 'needless'
references to linked data in .blend files.

This commit also introduces a new flag for lib_query ID usage types,
`IDWALK_CB_DIRECT_WEAK_LINK`, used currently for base's Object
pointer, and for LayerCollection's Collection pointer.

NOTE: A side-effect of this patch is that even IDs explicitely linked by
the user won't be kept anymore when writing files, i.e. they will not be
there anymore after a file reload, if they are not actually used.

Overhead of new process is below 0.1% in whole file saving process in
a Heist production file e.g.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D16605
This commit is contained in:
Bastien Montagne 2022-11-30 11:13:37 +01:00 committed by Bastien Montagne
parent ae081b2de1
commit 133dde41bb
Notes: blender-bot 2023-12-07 07:50:49 +01:00
Referenced by commit 313c2e9105, Fix a test after recent changes to lib (in)directly linked ID handling.
Referenced by issue #103867, Linked Custom Nodes with fake user are removed when re-opening file.
Referenced by issue #105786, How to handle linked data with 'fake user' set
Referenced by commit a60f651502, Address #105786: How to handle linked data with 'fake user' set.
Referenced by issue #106321, How to handle preservations of linked IDs when they are effectively unused.
Referenced by issue #113109, Regression: Linked Data is not kept in 4.0 when It's not used
Referenced by issue #115486, Content from linked scenes disappears after reopening the linked-to file
4 changed files with 71 additions and 14 deletions

View File

@ -38,44 +38,53 @@ enum {
* Indicates whether this is direct (i.e. by local data) or indirect (i.e. by linked data) usage.
*/
IDWALK_CB_INDIRECT_USAGE = (1 << 2),
/**
* Indicates that this is a direct weak link usage, i.e. if the user is a local ID, and is using
* (pointing to) a linked ID, that usage does not make the linked ID directly linked.
*
* E.g. usages of linked collections or objects by ViewLayerCollections or Bases in scenes.
*
* See also #LIB_INDIRECT_WEAK_LINK in DNA_ID.h
*/
IDWALK_CB_DIRECT_WEAK_LINK = (1 << 3),
/**
* That ID is used as mere sub-data by its owner (only case currently: those root nodetrees in
* materials etc., and the Scene's master collections).
* This means callback shall not *do* anything, only use this as informative data if it needs it.
*/
IDWALK_CB_EMBEDDED = (1 << 3),
IDWALK_CB_EMBEDDED = (1 << 4),
/**
* That ID is not really used by its owner, it's just an internal hint/helper.
* This marks the 'from' pointers issue, like Key->from.
* How to handle that kind of cases totally depends on what caller code is doing... */
IDWALK_CB_LOOPBACK = (1 << 4),
IDWALK_CB_LOOPBACK = (1 << 5),
/** That ID is used as library override's reference by its owner. */
IDWALK_CB_OVERRIDE_LIBRARY_REFERENCE = (1 << 5),
IDWALK_CB_OVERRIDE_LIBRARY_REFERENCE = (1 << 6),
/** That ID pointer is not overridable. */
IDWALK_CB_OVERRIDE_LIBRARY_NOT_OVERRIDABLE = (1 << 6),
IDWALK_CB_OVERRIDE_LIBRARY_NOT_OVERRIDABLE = (1 << 7),
/**
* Indicates that this is an internal runtime ID pointer, like e.g. `ID.newid` or `ID.original`.
* \note Those should be ignored in most cases, and won't be processed/generated anyway unless
* `IDWALK_DO_INTERNAL_RUNTIME_POINTERS` option is enabled.
*/
IDWALK_CB_INTERNAL = (1 << 7),
IDWALK_CB_INTERNAL = (1 << 8),
/**
* This ID usage is fully refcounted.
* Callback is responsible to deal accordingly with #ID.us if needed.
*/
IDWALK_CB_USER = (1 << 8),
IDWALK_CB_USER = (1 << 9),
/**
* This ID usage is not refcounted, but at least one user should be generated by it (to avoid
* e.g. losing the used ID on save/reload).
* Callback is responsible to deal accordingly with #ID.us if needed.
*/
IDWALK_CB_USER_ONE = (1 << 9),
IDWALK_CB_USER_ONE = (1 << 10),
};
enum {

View File

@ -761,7 +761,8 @@ static void scene_foreach_layer_collection(LibraryForeachIDData *data, ListBase
(lc->collection->id.flag & LIB_EMBEDDED_DATA) != 0) ?
IDWALK_CB_EMBEDDED :
IDWALK_CB_NOP;
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, lc->collection, cb_flag);
BKE_LIB_FOREACHID_PROCESS_IDSUPER(
data, lc->collection, cb_flag | IDWALK_CB_DIRECT_WEAK_LINK);
scene_foreach_layer_collection(data, &lc->layer_collections);
}
}
@ -834,8 +835,11 @@ static void scene_foreach_id(ID *id, LibraryForeachIDData *data)
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, view_layer->mat_override, IDWALK_CB_USER);
BKE_view_layer_synced_ensure(scene, view_layer);
LISTBASE_FOREACH (Base *, base, BKE_view_layer_object_bases_get(view_layer)) {
BKE_LIB_FOREACHID_PROCESS_IDSUPER(
data, base->object, IDWALK_CB_NOP | IDWALK_CB_OVERRIDE_LIBRARY_NOT_OVERRIDABLE);
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data,
base->object,
IDWALK_CB_NOP |
IDWALK_CB_OVERRIDE_LIBRARY_NOT_OVERRIDABLE |
IDWALK_CB_DIRECT_WEAK_LINK);
}
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(

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@ -102,6 +102,7 @@
#include "BKE_layer.h"
#include "BKE_lib_id.h"
#include "BKE_lib_override.h"
#include "BKE_lib_query.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_packedFile.h"
@ -1083,6 +1084,30 @@ static void write_thumb(WriteData *wd, const BlendThumbnail *thumb)
/** \name File Writing (Private)
* \{ */
/* Helper callback for checking linked IDs used by given ID (assumed local), to ensure directly
* linked data is tagged accordingly. */
static int write_id_direct_linked_data_process_cb(LibraryIDLinkCallbackData *cb_data)
{
ID *id_self = cb_data->id_self;
ID *id = *cb_data->id_pointer;
const int cb_flag = cb_data->cb_flag;
if (id == nullptr || !ID_IS_LINKED(id)) {
return IDWALK_RET_NOP;
}
BLI_assert(!ID_IS_LINKED(id_self));
BLI_assert((cb_flag & IDWALK_CB_INDIRECT_USAGE) == 0);
if (cb_flag & IDWALK_CB_DIRECT_WEAK_LINK) {
id_lib_indirect_weak_link(id);
}
else {
id_lib_extern(id);
}
return IDWALK_RET_NOP;
}
/* if MemFile * there's filesave to memory */
static bool write_file_handle(Main *mainvar,
WriteWrap *ww,
@ -1097,11 +1122,24 @@ static bool write_file_handle(Main *mainvar,
char buf[16];
WriteData *wd;
blo_split_main(&mainlist, mainvar);
wd = mywrite_begin(ww, compare, current);
BlendWriter writer = {wd};
/* Clear 'directly linked' flag for all linked data, these are not necessarily valid/up-to-date
* info, they will be re-generated while write code is processing local IDs below. */
if (!wd->use_memfile) {
ID *id_iter;
FOREACH_MAIN_ID_BEGIN (mainvar, id_iter) {
if (ID_IS_LINKED(id_iter)) {
id_iter->tag |= LIB_TAG_INDIRECT;
id_iter->tag &= ~LIB_TAG_EXTERN;
}
}
FOREACH_MAIN_ID_END;
}
blo_split_main(&mainlist, mainvar);
BLI_snprintf(buf,
sizeof(buf),
"BLENDER%c%c%.3d",
@ -1169,6 +1207,12 @@ static bool write_file_handle(Main *mainvar,
const bool do_override = !ELEM(override_storage, nullptr, bmain) &&
ID_IS_OVERRIDE_LIBRARY_REAL(id);
/* If not writing undo data, properly set directly linked IDs as `LIB_TAG_EXTERN`. */
if (!wd->use_memfile) {
BKE_library_foreach_ID_link(
bmain, id, write_id_direct_linked_data_process_cb, nullptr, IDWALK_READONLY);
}
if (do_override) {
BKE_lib_override_library_operations_store_start(bmain, override_storage, id);
}

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@ -247,7 +247,7 @@ class TestBlendLibLinkIndirect(TestBlendLibLinkHelper):
assert material.users == 2
# Currently linked data which has no more local user never gets reset to indirectly linked status.
# ~ assert material.is_library_indirect == True
assert material.is_library_indirect == True
bpy.ops.wm.open_mainfile(filepath=output_work_path, load_ui=False)
@ -264,7 +264,7 @@ class TestBlendLibLinkIndirect(TestBlendLibLinkHelper):
assert material.users == 2 # Fake user is not cleared when linking.
# Currently even re-reading the .blend file will not properly reset tag for indirectly linked data,
# if their reference was written in the .blend file.
# ~ assert material.is_library_indirect == True
assert material.is_library_indirect == True
assert mesh.library is not None
assert mesh.use_fake_user is False