fix: animations modifying animations during callback is now safe
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d8fec5fea0
commit
d2ea64bc32
2 changed files with 70 additions and 12 deletions
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@ -977,15 +977,22 @@ void AnimationManager::addAnimation(std::shared_ptr<Animation> animation,
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switch (conflict_mode) {
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case AnimationConflictMode::REPLACE:
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// Complete the existing animation and replace it
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if (existingAnim) {
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if (isUpdating) {
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// During update, just stop the animation without completing
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// to avoid recursive callback issues and iterator invalidation.
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// The update loop will clean up stopped animations.
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existingAnim->stop();
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} else {
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// Outside update loop, complete the animation (jump to final value)
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// and remove it safely
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existingAnim->complete();
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// Remove from active animations
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activeAnimations.erase(
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std::remove(activeAnimations.begin(), activeAnimations.end(), existingAnim),
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activeAnimations.end()
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);
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}
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}
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// Fall through to add the new animation
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break;
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@ -1046,21 +1053,26 @@ void AnimationManager::update(float deltaTime) {
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// Add any animations that were created during update
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if (!pendingAnimations.empty()) {
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// Re-add pending animations through addAnimation to handle conflicts properly
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for (auto& anim : pendingAnimations) {
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if (anim && anim->hasValidTarget()) {
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// Check if this was a queued animation or a new one
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void* target = getAnimationTarget(anim);
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std::string property = anim->getTargetProperty();
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PropertyKey key{target, property};
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// If not already locked, add it
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// Check if this animation is already the property lock holder
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// (this happens when addAnimation was called during update)
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auto lockIt = propertyLocks.find(key);
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if (lockIt == propertyLocks.end() || lockIt->second.expired()) {
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bool isLockHolder = (lockIt != propertyLocks.end()) &&
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(lockIt->second.lock() == anim);
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bool propertyFree = (lockIt == propertyLocks.end()) ||
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lockIt->second.expired();
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if (isLockHolder || propertyFree) {
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// This animation owns the lock or property is free - add it
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propertyLocks[key] = anim;
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activeAnimations.push_back(anim);
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} else {
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// Property still locked, re-queue
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// Property still locked by another animation, re-queue
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animationQueue.emplace_back(key, anim);
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}
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}
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46
tests/regression/recursive_animation_callback_segfault.py
Normal file
46
tests/regression/recursive_animation_callback_segfault.py
Normal file
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@ -0,0 +1,46 @@
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# Regression test: Recursive animation callbacks
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# Issue: Animation callbacks that started new animations caused segfault in AnimationManager::update
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# Fixed by: Deferring animation removal during update loop iteration
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#
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# This test verifies that:
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# 1. Animation callbacks can start new animations on the same property (REPLACE mode)
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# 2. No segfault occurs from iterator invalidation
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# 3. The animation chain completes properly
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import mcrfpy
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import sys
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scene = mcrfpy.Scene("test")
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mcrfpy.current_scene = scene
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frame = mcrfpy.Frame(pos=(100, 100), size=(50, 50), fill_color=mcrfpy.Color(255, 0, 0))
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scene.children.append(frame)
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callback_count = 0
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MAX_CALLBACKS = 10
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def recursive_callback(target, prop, value):
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"""Animation callback that starts another animation on the same property"""
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global callback_count
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callback_count += 1
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if callback_count >= MAX_CALLBACKS:
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print(f"PASS - {callback_count} recursive animation callbacks completed without segfault")
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sys.exit(0)
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# Chain another animation - this used to cause segfault due to iterator invalidation
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target.animate("x", 100 + (callback_count * 20), 0.1, mcrfpy.Easing.LINEAR, callback=recursive_callback)
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# Start the chain
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frame.animate("x", 200, 0.1, mcrfpy.Easing.LINEAR, callback=recursive_callback)
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def timeout_check(timer, runtime):
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"""Safety timeout"""
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if callback_count >= MAX_CALLBACKS:
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print(f"PASS - {callback_count} callbacks completed")
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sys.exit(0)
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else:
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print(f"FAIL - only {callback_count}/{MAX_CALLBACKS} callbacks executed")
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sys.exit(1)
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safety_timer = mcrfpy.Timer("safety", timeout_check, 5000, once=True)
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