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Document some deadlocks in the physics server code
Add some comments documenting locations where PhysicsServer3D::soft_body_set_mesh() can deadlock. godotengine/godot-proposals#12670 has a proposal for some alternate thread-safe soft body APIs. In the meantime it seems worth at least documenting some of the current pitfalls in the code.
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@@ -136,6 +136,10 @@ void GodotSoftBody3D::set_mesh(RID p_mesh) {
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return;
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}
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// TODO: calling RenderingServer::mesh_surface_get_arrays() from the physics thread
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// is not safe and can deadlock when physics/3d/run_on_separate_thread is enabled.
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// This method blocks on the main thread to return data, but the main thread may be
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// blocked waiting on us in PhysicsServer3D::sync().
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Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0);
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ERR_FAIL_COND(arrays.is_empty());
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@@ -128,6 +128,10 @@ bool JoltSoftBody3D::_ref_shared_data() {
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if (iter_shared_data == mesh_to_shared.end()) {
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RenderingServer *rendering = RenderingServer::get_singleton();
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// TODO: calling RenderingServer::mesh_surface_get_arrays() from the physics thread
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// is not safe and can deadlock when physics/3d/run_on_separate_thread is enabled.
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// This method blocks on the main thread to return data, but the main thread may be
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// blocked waiting on us in PhysicsServer3D::sync().
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const Array mesh_data = rendering->mesh_surface_get_arrays(mesh, 0);
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ERR_FAIL_COND_V(mesh_data.is_empty(), false);
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