Fix T80078: Overrides: Crash with animated IK control on linked armature.

Issue was with our dear posebones again... when applying overrides we
keep the same address/pointer for the IDs themselves, (which avoids us
the need to remap their usages), but their inner data is often
re-allocated.

Therefore, we need once again to go over armature objects and invalidate
their posebone pointers.

This should also be back-ported to Blender LTS 2.83.

Maniphest Tasks: T80078

Differential Revision: https://developer.blender.org/D8734
This commit is contained in:
Bastien Montagne
2020-08-27 16:50:01 +02:00
parent 65dcf812a5
commit df8a63bb9c
2 changed files with 20 additions and 6 deletions

View File

@@ -1475,6 +1475,20 @@ void BKE_lib_override_library_update(Main *bmain, ID *local)
/* XXX And crashing in complex cases (e.g. because depsgraph uses same data...). */
BKE_id_free_ex(bmain, tmp_id, LIB_ID_FREE_NO_UI_USER, true);
if (GS(local->name) == ID_AR) {
/* Funtime again, thanks to bone pointers in pose data of objects. We keep same ID addresses,
* but internal data has changed for sure, so we need to invalidate posebones caches. */
LISTBASE_FOREACH (Object *, ob, &bmain->objects) {
if (ob->pose != NULL && ob->data == local) {
BLI_assert(ob->type == OB_ARMATURE);
ob->pose->flag |= POSE_RECALC;
/* We need to clear pose bone pointers immediately, some code may access those before pose
* is actually recomputed, which can lead to segfault. */
BKE_pose_clear_pointers(ob->pose);
}
}
}
if (local->override_library->storage) {
/* We know this datablock is not used anywhere besides local->override->storage. */
/* XXX For until we get fully shadow copies, we still need to ensure storage releases

View File

@@ -244,17 +244,17 @@ static void libblock_remap_data_preprocess(IDRemap *r_id_remap_data)
ID *old_id = r_id_remap_data->old_id;
if (!old_id || GS(old_id->name) == ID_AR) {
Object *ob = (Object *)r_id_remap_data->id_owner;
/* Object's pose holds reference to armature bones... sic */
/* Note that in theory, we should have to bother about
* linked/non-linked/never-null/etc. flags/states.
/* Object's pose holds reference to armature bones. sic */
/* Note that in theory, we should have to bother about linked/non-linked/never-null/etc.
* flags/states.
* Fortunately, this is just a tag, so we can accept to 'over-tag' a bit for pose recalc,
* and avoid another complex and risky condition nightmare like the one we have in
* foreach_libblock_remap_callback()... */
* foreach_libblock_remap_callback(). */
if (ob->pose && (!old_id || ob->data == old_id)) {
BLI_assert(ob->type == OB_ARMATURE);
ob->pose->flag |= POSE_RECALC;
/* We need to clear pose bone pointers immediately, things like undo writefile may be
* called before pose is actually recomputed, can lead to segfault... */
/* We need to clear pose bone pointers immediately, some code may access those before
* pose is actually recomputed, which can lead to segfault. */
BKE_pose_clear_pointers(ob->pose);
}
}