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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 07:40:14 +00:00
Fix terrain streaming crash: pendingTiles data race and missing null checks
Guard pendingTiles.erase() with queueMutex in processReadyTiles and unloadTile to prevent data race with worker threads. Add defensive null checks in M2/WMO render and animation paths. Move cleanupUnusedModels out of per-tile unload loop to run once after all tiles are removed.
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c156f3d390
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0d94bca896
3 changed files with 44 additions and 19 deletions
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@ -1318,9 +1318,11 @@ void M2Renderer::update(float deltaTime, const glm::vec3& cameraPos, const glm::
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if (animCount < 32 || numAnimThreads_ <= 1) {
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// Sequential — not enough work to justify thread overhead
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for (size_t i : boneWorkIndices) {
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if (i >= instances.size()) continue;
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auto& inst = instances[i];
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const auto& mdl = models.find(inst.modelId)->second;
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computeBoneMatrices(mdl, inst);
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auto mdlIt = models.find(inst.modelId);
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if (mdlIt == models.end()) continue;
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computeBoneMatrices(mdlIt->second, inst);
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}
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} else {
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// Parallel — dispatch across worker threads
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@ -1338,9 +1340,11 @@ void M2Renderer::update(float deltaTime, const glm::vec3& cameraPos, const glm::
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[this, &boneWorkIndices, start, end]() {
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for (size_t j = start; j < end; ++j) {
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size_t idx = boneWorkIndices[j];
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if (idx >= instances.size()) continue;
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auto& inst = instances[idx];
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const auto& mdl = models.find(inst.modelId)->second;
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computeBoneMatrices(mdl, inst);
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auto mdlIt = models.find(inst.modelId);
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if (mdlIt == models.end()) continue;
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computeBoneMatrices(mdlIt->second, inst);
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}
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}));
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start = end;
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@ -1354,8 +1358,11 @@ void M2Renderer::update(float deltaTime, const glm::vec3& cameraPos, const glm::
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// Phase 3: Particle update (sequential — uses RNG, not thread-safe)
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for (size_t idx : boneWorkIndices) {
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if (idx >= instances.size()) continue;
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auto& instance = instances[idx];
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const auto& model = models.find(instance.modelId)->second;
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auto mdlIt = models.find(instance.modelId);
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if (mdlIt == models.end()) continue;
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const auto& model = mdlIt->second;
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if (!model.particleEmitters.empty()) {
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emitParticles(instance, model, deltaTime);
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updateParticles(instance, deltaTime);
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@ -1471,13 +1478,16 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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const M2ModelGPU* currentModel = nullptr;
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for (const auto& entry : sortedVisible) {
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if (entry.index >= instances.size()) continue;
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const auto& instance = instances[entry.index];
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// Bind VAO once per model group
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if (entry.modelId != currentModelId) {
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if (currentModel) glBindVertexArray(0);
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currentModelId = entry.modelId;
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currentModel = &models.find(currentModelId)->second;
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auto mdlIt = models.find(currentModelId);
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if (mdlIt == models.end()) continue;
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currentModel = &mdlIt->second;
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glBindVertexArray(currentModel->vao);
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}
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@ -676,7 +676,10 @@ void TerrainManager::processReadyTiles() {
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if (pending) {
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TileCoord coord = pending->coord;
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finalizeTile(std::move(pending));
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pendingTiles.erase(coord);
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{
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std::lock_guard<std::mutex> lock(queueMutex);
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pendingTiles.erase(coord);
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}
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processed++;
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}
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}
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@ -694,7 +697,10 @@ void TerrainManager::processAllReadyTiles() {
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if (pending) {
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TileCoord coord = pending->coord;
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finalizeTile(std::move(pending));
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pendingTiles.erase(coord);
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{
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std::lock_guard<std::mutex> lock(queueMutex);
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pendingTiles.erase(coord);
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}
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}
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}
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}
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@ -703,7 +709,10 @@ void TerrainManager::unloadTile(int x, int y) {
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TileCoord coord = {x, y};
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// Also remove from pending if it was queued but not yet loaded
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pendingTiles.erase(coord);
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{
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std::lock_guard<std::mutex> lock(queueMutex);
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pendingTiles.erase(coord);
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}
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auto it = loadedTiles.find(coord);
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if (it == loadedTiles.end()) {
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@ -750,14 +759,6 @@ void TerrainManager::unloadTile(int x, int y) {
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}
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loadedTiles.erase(it);
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// Clean up any models that are no longer referenced
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if (m2Renderer) {
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m2Renderer->cleanupUnusedModels();
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}
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if (wmoRenderer) {
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wmoRenderer->cleanupUnusedModels();
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}
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}
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void TerrainManager::unloadAll() {
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@ -1091,6 +1092,14 @@ void TerrainManager::streamTiles() {
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}
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if (!tilesToUnload.empty()) {
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// Clean up models that lost all instances (once, after all tiles removed)
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if (m2Renderer) {
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m2Renderer->cleanupUnusedModels();
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}
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if (wmoRenderer) {
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wmoRenderer->cleanupUnusedModels();
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}
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LOG_INFO("Unloaded ", tilesToUnload.size(), " distant tiles, ",
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loadedTiles.size(), " remain");
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}
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@ -852,8 +852,11 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
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bool doFrustumCull = frustumCulling;
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auto cullInstance = [&](size_t instIdx) -> InstanceDrawList {
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if (instIdx >= instances.size()) return InstanceDrawList{};
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const auto& instance = instances[instIdx];
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const ModelData& model = loadedModels.find(instance.modelId)->second;
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auto mdlIt = loadedModels.find(instance.modelId);
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if (mdlIt == loadedModels.end()) return InstanceDrawList{};
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const ModelData& model = mdlIt->second;
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InstanceDrawList result;
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result.instanceIndex = instIdx;
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@ -942,8 +945,11 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
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// ── Phase 2: Sequential GL draw ────────────────────────────────
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for (const auto& dl : drawLists) {
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if (dl.instanceIndex >= instances.size()) continue;
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const auto& instance = instances[dl.instanceIndex];
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const ModelData& model = loadedModels.find(instance.modelId)->second;
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auto modelIt = loadedModels.find(instance.modelId);
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if (modelIt == loadedModels.end()) continue;
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const ModelData& model = modelIt->second;
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// Occlusion query pre-pass (GL calls — must be main thread)
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if (occlusionCulling && occlusionShader && bboxVao != 0) {
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