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Game crash when changing addition sample bank for multiple objects #28629
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Crash in the logs:
Looking at sentry this doesn't to be specific to changing samples, or even the editor. I see several instances of this from different stacks. More likely that the method in question is just generally unsafe.
I can't reproduce this. Please provide a video of this showing, preferably with the link to the map(s) that exhibit this behaviour. |
Sentry issue: OSU-133H |
I guess for the crash I would do this... diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs
index 5f5deca1ba..f71d0d1d62 100644
--- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs
+++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs
@@ -6,6 +6,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
+using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
@@ -73,6 +74,7 @@ protected override void OnFree()
ScaleBindable.UnbindFrom(HitObject.ScaleBindable);
}
+ [ItemCanBeNull]
protected virtual IEnumerable<Drawable> DimmablePieces => Enumerable.Empty<Drawable>();
protected override void UpdateInitialTransforms()
@@ -91,7 +93,7 @@ protected override void UpdateInitialTransforms()
drawableObjectPiece.ApplyCustomUpdateState -= applyDimToDrawableHitObject;
drawableObjectPiece.ApplyCustomUpdateState += applyDimToDrawableHitObject;
}
- else
+ else if (piece?.IsLoaded == true)
applyDim(piece);
}
but I can't reproduce this crashing for one, and secondly it's a bit of a dicey one. I'm pretty sure it should be safe because @ppy/team-client thoughts on this? |
hmm, what would you say to this solution instead? diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs
index 7d707dea6c..760e15190c 100644
--- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs
+++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs
@@ -325,6 +325,9 @@ public ProxyableSkinnableDrawable(ISkinComponentLookup lookup, Func<ISkinCompone
internal void SuppressHitAnimations()
{
+ if (!IsLoaded)
+ return;
+
UpdateState(ArmedState.Idle, true);
UpdateComboColour();
diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs
index 02d0ebee83..69ad126f7b 100644
--- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs
+++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs
@@ -375,6 +375,9 @@ private partial class DefaultSliderBody : PlaySliderBody
internal void SuppressHitAnimations()
{
+ if (!IsLoaded)
+ return;
+
UpdateState(ArmedState.Idle, true);
HeadCircle.SuppressHitAnimations();
TailCircle.SuppressHitAnimations();
diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderTail.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderTail.cs
index 42abf41d6f..053ca25398 100644
--- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderTail.cs
+++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderTail.cs
@@ -132,6 +132,9 @@ protected override void OnApply()
internal void SuppressHitAnimations()
{
+ if (!IsLoaded)
+ return;
+
UpdateState(ArmedState.Idle, true);
UpdateComboColour();
I believe this is specific to the new flow, where |
Okay that's very scary. I think I'd want to understand how these can happen before deciding on a fix.. |
The only way I can see the last of those screenshots happening is a |
I could recreate the crash and the issue from the 2nd screenshot on a map I made, and on this map. Another difficulty had no issues changing the addition banks, oddly enough. I've attached two videos of me doing so on all three, and the map on gofile (github hates olz) compressed3.mp4compressed2.mp4 |
if the link to download the map ever dies, let me know and i can attempt to reupload it ^^ |
…allbacks Should fix ppy#28629. First of all, to support the claim that this does fix the issue - reproduction is rather difficult, but I believe I found a way to maximise the chances of it reproducing by performing the following steps: 1. Apply the following diff: diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs index eacd2b3e75..4c00da031a 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs @@ -6,6 +6,7 @@ using System; using System.Collections.Generic; using System.Linq; +using System.Threading; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Bindables; @@ -95,6 +96,8 @@ public DrawableSlider([CanBeNull] Slider s = null) [BackgroundDependencyLoader] private void load() { + Thread.Sleep(100); + tailContainer = new Container<DrawableSliderTail> { RelativeSizeAxes = Axes.Both }; AddRangeInternal(new Drawable[] 2. Download https://osu.ppy.sh/beatmapsets/1470790#osu/3023028 and open it in the editor. 3. Select all objects using Ctrl-A. Yes, it'll take a while, especially so with the patch above. 4. Rotate the selection by any amount using the right toolbox. 5. Press undo. The game should crash. If it doesn't spam redo and undo until it does. Now to explain what the fix is. In the issue thread I spent a considerable time hemming and hawing about which of the dimmable pieces was null, which was a complete miss and a failure at reading. Let's see the stack trace again: 2024-06-27 02:15:20 [error]: at osu.Game.Rulesets.Osu.Objects.Drawables.DrawableOsuHitObject.<UpdateInitialTransforms>g__applyDim|15_0(Drawable piece) in /home/runner/work/osu-auth-client/osu-auth-client/osu/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs:line 101 Line 101, you say? What could be null here? https://github.com/ppy/osu/blob/bd8addfb5f71568479d2c037d1b6e811de6e7fe6/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs#L101 Okay, what's `InitialLifetimeOffset`, then? https://github.com/ppy/osu/blob/bd8addfb5f71568479d2c037d1b6e811de6e7fe6/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs#L108 Yes, that's right. It's `HitObject` that is null here. Now why does *that* happen? First, let's note that all stacks where this died went through `UpdateState()`, which means that the problematic `applyDim()` calls had to be `ApplyCustomUpdateState` event callbacks. Meaning that the pieces where `HitObject` was null were DHOs themselves. Recall that parent DHOs and child DHOs are pooled separately. Therefore, there is no guarantee that any parent and child DHOs will remain associated with each other for the entire duration of a gameplay session; it is quite the contrary, and nobody should rely on that. Unfortunately for us, adding a `applyDimToDrawableHitObject` callback to a child object's `ApplyCustomUpdateState` *implicitly creates* such an association, because it ends up allocating a closure that captures `this` (meaning the parent in this context). Therefore, this now creates a situation where a child DHO can attempt to read state from a former parent DHO which can be in an indeterminate state, and in fact, when this crashes, the former parent DHO is most likely not even in use - hence the null `HitObject`. Thus, the fix is to clear the association by unsubscribing from the event when nested objects are cleared. My hypothesis why the reproduction scenario is like it is, is that both the sleep and the increased pressure on the pool (by way of selecting all objects and therefore forcing the DHOs to be materialised beyond pool capacity) increases the likelihood of getting a crosslink. When pool pressure is low, it is much more likely that a parent DHO *will* get the same child DHO again on re-application, even though that is not guaranteed. Just as an additional detail, note that the sentry issue for this lists the "first seen" version as 2024.312.0, which is the release that included ppy#27401 which would be directly responsible for this mess.
Type
Crash to desktop
Bug description
The game crashes after selecting multiple objects with different addition, then attempting changing the addition sample bank on a slider end with a hitsound.
You can reproduce like in the video by doing CTRL-A to a map with multiple banks for additions, changing the addition bank of a slider end, deselecting, then adding a hitsound to the slider end.I've not been able to get it to consistently reproduce either, so I'm not sure what direction to give thereScreenshots or videos
2024-06-26.21-14-44.mp4
Version
2024.625.2-lazer
Logs
compressed-logs.zip
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