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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-03-14 01:19:59 +00:00

Merge branch 'theemperorwantedyoutohavethisinvaliditerator' into 'master'

Prevent iterator invalidation during actor traversal

Closes #4885

See merge request OpenMW/openmw!4445
This commit is contained in:
Evil Eye 2025-03-12 13:24:24 +00:00
commit 1500e0be70
7 changed files with 110 additions and 50 deletions

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@ -18,6 +18,7 @@
Bug #4754: Stack of ammunition cannot be equipped partially
Bug #4816: GetWeaponDrawn returns 1 before weapon is attached
Bug #4822: Non-weapon equipment and body parts can't inherit time from parent animation
Bug #4885: Disable in dialogue result script causes a crash
Bug #4898: Odd/Incorrect lighting on meshes
Bug #5057: Weapon swing sound plays at same pitch whether it hits or misses
Bug #5062: Root bone rotations for NPC animation don't work the same as for creature animation

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@ -28,7 +28,7 @@ namespace MWMechanics
class Actor
{
public:
Actor(const MWWorld::Ptr& ptr, MWRender::Animation* animation)
Actor(const MWWorld::Ptr& ptr, MWRender::Animation& animation)
: mCharacterController(ptr, animation)
, mPositionAdjusted(ptr.getClass().getCreatureStats(ptr).getFallHeight() > 0)
{
@ -62,14 +62,22 @@ namespace MWMechanics
void setPositionAdjusted(bool adjusted) { mPositionAdjusted = adjusted; }
bool getPositionAdjusted() const { return mPositionAdjusted; }
void invalidate()
{
mInvalid = true;
mCharacterController.detachAnimation();
}
bool isInvalid() const { return mInvalid; }
private:
CharacterController mCharacterController;
int mGreetingTimer{ 0 };
float mTargetAngleRadians{ 0.f };
GreetingState mGreetingState{ Greet_None };
bool mIsTurningToPlayer{ false };
Misc::DeviatingPeriodicTimer mEngageCombat{ 1.0f, 0.25f,
Misc::Rng::deviate(0, 0.25f, MWBase::Environment::get().getWorld()->getPrng()) };
bool mIsTurningToPlayer{ false };
bool mInvalid{ false };
bool mPositionAdjusted;
};

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@ -122,6 +122,8 @@ namespace
{
for (const MWMechanics::Actor& actor : actors)
{
if (actor.isInvalid())
continue;
const MWWorld::Ptr& iteratedActor = actor.getPtr();
if (iteratedActor == player || iteratedActor == actorPtr)
continue;
@ -345,7 +347,7 @@ namespace MWMechanics
// Find something nearby.
for (const Actor& otherActor : actors)
{
if (otherActor.getPtr() == ptr)
if (otherActor.isInvalid() || otherActor.getPtr() == ptr)
continue;
updateHeadTracking(
@ -1196,7 +1198,7 @@ namespace MWMechanics
MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
if (!anim)
return;
const auto it = mActors.emplace(mActors.end(), ptr, anim);
const auto it = mActors.emplace(mActors.end(), ptr, *anim);
mIndex.emplace(ptr.mRef, it);
if (updateImmediately)
@ -1248,7 +1250,7 @@ namespace MWMechanics
{
if (!keepActive)
removeTemporaryEffects(iter->second->getPtr());
mActors.erase(iter->second);
iter->second->invalidate();
mIndex.erase(iter);
}
}
@ -1300,16 +1302,15 @@ namespace MWMechanics
void Actors::dropActors(const MWWorld::CellStore* cellStore, const MWWorld::Ptr& ignore)
{
for (auto iter = mActors.begin(); iter != mActors.end();)
for (Actor& actor : mActors)
{
if ((iter->getPtr().isInCell() && iter->getPtr().getCell() == cellStore) && iter->getPtr() != ignore)
if (!actor.isInvalid() && actor.getPtr().isInCell() && actor.getPtr().getCell() == cellStore
&& actor.getPtr() != ignore)
{
removeTemporaryEffects(iter->getPtr());
mIndex.erase(iter->getPtr().mRef);
iter = mActors.erase(iter);
removeTemporaryEffects(actor.getPtr());
mIndex.erase(actor.getPtr().mRef);
actor.invalidate();
}
else
++iter;
}
}
@ -1328,6 +1329,8 @@ namespace MWMechanics
const MWBase::World* const world = MWBase::Environment::get().getWorld();
for (const Actor& actor : mActors)
{
if (actor.isInvalid())
continue;
const MWWorld::Ptr& ptr = actor.getPtr();
if (ptr == player)
continue; // Don't interfere with player controls.
@ -1392,6 +1395,8 @@ namespace MWMechanics
// Iterate through all other actors and predict collisions.
for (const Actor& otherActor : mActors)
{
if (otherActor.isInvalid())
continue;
const MWWorld::Ptr& otherPtr = otherActor.getPtr();
if (otherPtr == ptr || otherPtr == currentTarget)
continue;
@ -1510,6 +1515,8 @@ namespace MWMechanics
// AI and magic effects update
for (Actor& actor : mActors)
{
if (actor.isInvalid())
continue;
const bool isPlayer = actor.getPtr() == player;
CharacterController& ctrl = actor.getCharacterController();
MWBase::LuaManager::ActorControls* luaControls
@ -1571,6 +1578,8 @@ namespace MWMechanics
for (const Actor& otherActor : mActors)
{
if (otherActor.isInvalid())
continue;
if (otherActor.getPtr() == actor.getPtr() || isPlayer) // player is not AI-controlled
continue;
engageCombat(
@ -1628,6 +1637,8 @@ namespace MWMechanics
CharacterController* playerCharacter = nullptr;
for (Actor& actor : mActors)
{
if (actor.isInvalid())
continue;
const float dist = (playerPos - actor.getPtr().getRefData().getPosition().asVec3()).length();
const bool isPlayer = actor.getPtr() == player;
CreatureStats& stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr());
@ -1693,8 +1704,15 @@ namespace MWMechanics
luaControls->mJump = false;
}
for (const Actor& actor : mActors)
for (auto it = mActors.begin(); it != mActors.end();)
{
if (it->isInvalid())
{
it = mActors.erase(it);
continue;
}
const Actor& actor = *it;
it++;
const MWWorld::Class& cls = actor.getPtr().getClass();
CreatureStats& stats = cls.getCreatureStats(actor.getPtr());
@ -1744,6 +1762,8 @@ namespace MWMechanics
{
for (Actor& actor : mActors)
{
if (actor.isInvalid())
continue;
const MWWorld::Class& cls = actor.getPtr().getClass();
CreatureStats& stats = cls.getCreatureStats(actor.getPtr());
@ -1831,6 +1851,8 @@ namespace MWMechanics
{
for (const Actor& actor : mActors)
{
if (actor.isInvalid())
continue;
MWMechanics::ActiveSpells& spells
= actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getActiveSpells();
spells.purge(actor.getPtr(), casterActorId);
@ -1850,6 +1872,8 @@ namespace MWMechanics
for (const Actor& actor : mActors)
{
if (actor.isInvalid())
continue;
if (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead())
{
adjustMagicEffects(actor.getPtr(), duration);
@ -2047,7 +2071,10 @@ namespace MWMechanics
void Actors::persistAnimationStates() const
{
for (const Actor& actor : mActors)
actor.getCharacterController().persistAnimationState();
{
if (!actor.isInvalid())
actor.getCharacterController().persistAnimationState();
}
}
void Actors::clearAnimationQueue(const MWWorld::Ptr& ptr, bool clearScripted)
@ -2061,6 +2088,8 @@ namespace MWMechanics
{
for (const Actor& actor : mActors)
{
if (actor.isInvalid())
continue;
if ((actor.getPtr().getRefData().getPosition().asVec3() - position).length2() <= radius * radius)
out.push_back(actor.getPtr());
}
@ -2070,6 +2099,8 @@ namespace MWMechanics
{
for (const Actor& actor : mActors)
{
if (actor.isInvalid())
continue;
if ((actor.getPtr().getRefData().getPosition().asVec3() - position).length2() <= radius * radius)
return true;
}
@ -2083,6 +2114,8 @@ namespace MWMechanics
list.push_back(actorPtr);
for (const Actor& actor : mActors)
{
if (actor.isInvalid())
continue;
const MWWorld::Ptr& iteratedActor = actor.getPtr();
if (iteratedActor == getPlayer())
continue;
@ -2353,10 +2386,11 @@ namespace MWMechanics
if (!MWBase::Environment::get().getMechanicsManager()->isAIActive())
return;
for (auto it = mActors.begin(); it != mActors.end();)
for (const Actor& actor : mActors)
{
const MWWorld::Ptr ptr = it->getPtr();
++it;
if (actor.isInvalid())
continue;
const MWWorld::Ptr ptr = actor.getPtr();
if (ptr == getPlayer() || !isConscious(ptr) || ptr.getClass().getCreatureStats(ptr).isParalyzed())
continue;
MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();

View File

@ -535,7 +535,7 @@ namespace MWMechanics
bool CharacterController::onOpen() const
{
if (mPtr.getType() == ESM::Container::sRecordId)
if (mPtr.getType() == ESM::Container::sRecordId && mAnimation)
{
if (!mAnimation->hasAnimation("containeropen"))
return true;
@ -559,7 +559,7 @@ namespace MWMechanics
{
if (mPtr.getType() == ESM::Container::sRecordId)
{
if (!mAnimation->hasAnimation("containerclose"))
if (!mAnimation || !mAnimation->hasAnimation("containerclose"))
return;
float complete, startPoint = 0.f;
@ -883,14 +883,16 @@ namespace MWMechanics
}
mDeathState = hitStateToDeathState(mHitState);
if (mDeathState == CharState_None && MWBase::Environment::get().getWorld()->isSwimming(mPtr))
mDeathState = CharState_SwimDeath;
if (mDeathState == CharState_None || !mAnimation->hasAnimation(deathStateToAnimGroup(mDeathState)))
mDeathState = chooseRandomDeathState();
if (mDeathState == CharState_None)
{
if (MWBase::Environment::get().getWorld()->isSwimming(mPtr))
mDeathState = CharState_SwimDeath;
else if (mAnimation && !mAnimation->hasAnimation(deathStateToAnimGroup(mDeathState)))
mDeathState = chooseRandomDeathState();
}
// Do not interrupt scripted animation by death
if (isScriptedAnimPlaying())
if (!mAnimation || isScriptedAnimPlaying())
return;
playDeath(startpoint, mDeathState);
@ -910,13 +912,10 @@ namespace MWMechanics
return result;
}
CharacterController::CharacterController(const MWWorld::Ptr& ptr, MWRender::Animation* anim)
CharacterController::CharacterController(const MWWorld::Ptr& ptr, MWRender::Animation& anim)
: mPtr(ptr)
, mAnimation(anim)
, mAnimation(&anim)
{
if (!mAnimation)
return;
mAnimation->setTextKeyListener(this);
const MWWorld::Class& cls = mPtr.getClass();
@ -992,17 +991,25 @@ namespace MWMechanics
}
CharacterController::~CharacterController()
{
detachAnimation();
}
void CharacterController::detachAnimation()
{
if (mAnimation)
{
persistAnimationState();
mAnimation->setTextKeyListener(nullptr);
mAnimation = nullptr;
}
}
void CharacterController::handleTextKey(
std::string_view groupname, SceneUtil::TextKeyMap::ConstIterator key, const SceneUtil::TextKeyMap& map)
{
if (!mAnimation)
return;
std::string_view evt = key->second;
MWBase::Environment::get().getLuaManager()->animationTextKey(mPtr, key->second);
@ -1232,7 +1239,8 @@ namespace MWMechanics
float CharacterController::calculateWindUp() const
{
if (mCurrentWeapon.empty() || mWeaponType == ESM::Weapon::PickProbe || isRandomAttackAnimation(mCurrentWeapon))
if (!mAnimation || mCurrentWeapon.empty() || mWeaponType == ESM::Weapon::PickProbe
|| isRandomAttackAnimation(mCurrentWeapon))
return -1.f;
float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " min attack");
@ -1948,6 +1956,8 @@ namespace MWMechanics
void CharacterController::update(float duration)
{
if (!mAnimation)
return;
MWBase::World* world = MWBase::Environment::get().getWorld();
MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager();
const MWWorld::Class& cls = mPtr.getClass();
@ -2526,7 +2536,7 @@ namespace MWMechanics
ESM::AnimationState::ScriptedAnimation anim;
anim.mGroup = iter->mGroup;
if (iter == mAnimQueue.begin())
if (iter == mAnimQueue.begin() && mAnimation)
{
float complete;
size_t loopcount;
@ -2739,23 +2749,18 @@ namespace MWMechanics
void CharacterController::clearAnimQueue(bool clearScriptedAnims)
{
// Do not interrupt scripted animations, if we want to keep them
if ((!isScriptedAnimPlaying() || clearScriptedAnims) && !mAnimQueue.empty())
if (mAnimation && (!isScriptedAnimPlaying() || clearScriptedAnims) && !mAnimQueue.empty())
mAnimation->disable(mAnimQueue.front().mGroup);
if (clearScriptedAnims)
{
mAnimation->setPlayScriptedOnly(false);
if (mAnimation)
mAnimation->setPlayScriptedOnly(false);
mAnimQueue.clear();
return;
}
for (AnimationQueue::iterator it = mAnimQueue.begin(); it != mAnimQueue.end();)
{
if (!it->mScripted)
it = mAnimQueue.erase(it);
else
++it;
}
std::erase_if(mAnimQueue, [](const AnimationQueueEntry& entry) { return !entry.mScripted; });
}
void CharacterController::forceStateUpdate()
@ -2864,6 +2869,8 @@ namespace MWMechanics
void CharacterController::setVisibility(float visibility) const
{
if (!mAnimation)
return;
// We should take actor's invisibility in account
if (mPtr.getClass().isActor())
{
@ -2924,7 +2931,7 @@ namespace MWMechanics
bool CharacterController::isReadyToBlock() const
{
return updateCarriedLeftVisible(mWeaponType);
return mAnimation && updateCarriedLeftVisible(mWeaponType);
}
bool CharacterController::isKnockedDown() const
@ -3028,7 +3035,8 @@ namespace MWMechanics
void CharacterController::setActive(int active) const
{
mAnimation->setActive(active);
if (mAnimation)
mAnimation->setActive(active);
}
void CharacterController::setHeadTrackTarget(const MWWorld::ConstPtr& target)
@ -3059,6 +3067,8 @@ namespace MWMechanics
float CharacterController::getAnimationMovementDirection() const
{
if (!mAnimation)
return 0.f;
switch (mMovementState)
{
case CharState_RunLeft:
@ -3153,6 +3163,8 @@ namespace MWMechanics
MWWorld::MovementDirectionFlags CharacterController::getSupportedMovementDirections() const
{
if (!mAnimation)
return 0;
using namespace std::string_view_literals;
// There are fallbacks in the CharacterController::refreshMovementAnims for certain animations. Arrays below
// represent them.

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@ -251,13 +251,21 @@ namespace MWMechanics
void prepareHit();
void unpersistAnimationState();
void playBlendedAnimation(const std::string& groupname, const MWRender::AnimPriority& priority, int blendMask,
bool autodisable, float speedmult, std::string_view start, std::string_view stop, float startpoint,
uint32_t loops, bool loopfallback = false) const;
public:
CharacterController(const MWWorld::Ptr& ptr, MWRender::Animation* anim);
CharacterController(const MWWorld::Ptr& ptr, MWRender::Animation& anim);
virtual ~CharacterController();
CharacterController(const CharacterController&) = delete;
CharacterController(CharacterController&&) = delete;
void detachAnimation();
const MWWorld::Ptr& getPtr() const { return mPtr; }
void handleTextKey(std::string_view groupname, SceneUtil::TextKeyMap::ConstIterator key,
@ -274,11 +282,6 @@ namespace MWMechanics
void onClose() const;
void persistAnimationState() const;
void unpersistAnimationState();
void playBlendedAnimation(const std::string& groupname, const MWRender::AnimPriority& priority, int blendMask,
bool autodisable, float speedmult, std::string_view start, std::string_view stop, float startpoint,
uint32_t loops, bool loopfallback = false) const;
bool playGroup(std::string_view groupname, int mode, uint32_t count, bool scripted = false);
bool playGroupLua(std::string_view groupname, float speed, std::string_view startKey, std::string_view stopKey,
uint32_t loops, bool forceLoop);

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@ -1718,6 +1718,8 @@ namespace MWMechanics
.getActorId()); // Stops guard from ending combat if player is unreachable
for (const Actor& actor : mActors)
{
if (actor.isInvalid())
continue;
if (actor.getPtr().getClass().isClass(actor.getPtr(), "Guard"))
{
MWMechanics::AiSequence& aiSeq

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@ -20,7 +20,7 @@ namespace MWMechanics
if (anim == nullptr)
return;
const auto it = mObjects.emplace(mObjects.end(), ptr, anim);
const auto it = mObjects.emplace(mObjects.end(), ptr, *anim);
mIndex.emplace(ptr.mRef, it);
}