Merge pull request #7314 from samcake/color

Fix a potentially bad access to RenderItem case from Overlay
This commit is contained in:
Howard Stearns 2016-03-10 16:19:56 -08:00
commit 8a36df13df
4 changed files with 40 additions and 16 deletions

View file

@ -13,6 +13,7 @@
#include <RegisteredMetaTypes.h>
#include <SharedUtil.h>
#include "Application.h"
const float DEFAULT_LINE_WIDTH = 1.0f;
@ -38,15 +39,17 @@ Base3DOverlay::Base3DOverlay(const Base3DOverlay* base3DOverlay) :
_drawInFront(base3DOverlay->_drawInFront)
{
}
void Base3DOverlay::setProperties(const QVariantMap& properties) {
Overlay::setProperties(properties);
bool needRenderItemUpdate = false;
auto drawInFront = properties["drawInFront"];
if (drawInFront.isValid()) {
bool value = drawInFront.toBool();
setDrawInFront(value);
needRenderItemUpdate = true;
}
auto position = properties["position"];
@ -60,16 +63,19 @@ void Base3DOverlay::setProperties(const QVariantMap& properties) {
}
if (position.isValid()) {
setPosition(vec3FromVariant(position));
needRenderItemUpdate = true;
}
if (properties["lineWidth"].isValid()) {
setLineWidth(properties["lineWidth"].toFloat());
needRenderItemUpdate = true;
}
auto rotation = properties["rotation"];
if (rotation.isValid()) {
setRotation(quatFromVariant(rotation));
needRenderItemUpdate = true;
}
if (properties["isSolid"].isValid()) {
@ -100,6 +106,17 @@ void Base3DOverlay::setProperties(const QVariantMap& properties) {
if (properties["ignoreRayIntersection"].isValid()) {
setIgnoreRayIntersection(properties["ignoreRayIntersection"].toBool());
}
// Communicate changes to the renderItem if needed
if (needRenderItemUpdate) {
auto itemID = getRenderItemID();
if (render::Item::isValidID(itemID)) {
render::ScenePointer scene = qApp->getMain3DScene();
render::PendingChanges pendingChanges;
pendingChanges.updateItem(itemID);
scene->enqueuePendingChanges(pendingChanges);
}
}
}
QVariant Base3DOverlay::getProperty(const QString& property) {

View file

@ -233,19 +233,6 @@ bool Overlays::editOverlay(unsigned int id, const QVariant& properties) {
if (thisOverlay) {
thisOverlay->setProperties(properties.toMap());
if (thisOverlay->is3D()) {
auto itemID = thisOverlay->getRenderItemID();
if (render::Item::isValidID(itemID)) {
render::ScenePointer scene = qApp->getMain3DScene();
const render::Item& item = scene->getItem(itemID);
if (item.getKey() != render::payloadGetKey(thisOverlay)) {
render::PendingChanges pendingChanges;
pendingChanges.updateItem(itemID);
scene->enqueuePendingChanges(pendingChanges);
}
}
}
return true;
}
return false;

View file

@ -48,6 +48,10 @@ ItemID Scene::allocateID() {
return _IDAllocator.fetch_add(1);
}
bool Scene::isAllocatedID(const ItemID& id) {
return Item::isValidID(id) && (id < _numAllocatedItems.load());
}
/// Enqueue change batch to the scene
void Scene::enqueuePendingChanges(const PendingChanges& pendingChanges) {
_changeQueueMutex.lock();
@ -79,8 +83,17 @@ void Scene::processPendingChangesQueue() {
}
// Now we know for sure that we have enough items in the array to
// capture anything coming from the pendingChanges
// resets and potential NEW items
resetItems(consolidatedPendingChanges._resetItems, consolidatedPendingChanges._resetPayloads);
// Update the numItemsAtomic counter AFTER the reset changes went through
_numAllocatedItems.exchange(maxID);
// updates
updateItems(consolidatedPendingChanges._updatedItems, consolidatedPendingChanges._updateFunctors);
// removes
removeItems(consolidatedPendingChanges._removedItems);
// ready to go back to rendering activities

View file

@ -60,18 +60,24 @@ public:
// This call is thread safe, can be called from anywhere to allocate a new ID
ItemID allocateID();
// Check that the ID is valid and allocated for this scene, this a threadsafe call
bool isAllocatedID(const ItemID& id);
// THis is the total number of allocated items, this a threadsafe call
size_t getNumItems() const { return _numAllocatedItems.load(); }
// Enqueue change batch to the scene
void enqueuePendingChanges(const PendingChanges& pendingChanges);
// Process the penging changes equeued
void processPendingChangesQueue();
// This next call are NOT threadsafe, you have to call them from the correct thread to avoid any potential issues
// Access a particular item form its ID
// WARNING, There is No check on the validity of the ID, so this could return a bad Item
const Item& getItem(const ItemID& id) const { return _items[id]; }
size_t getNumItems() const { return _items.size(); }
// Access the spatialized items
const ItemSpatialTree& getSpatialTree() const { return _masterSpatialTree; }
@ -81,6 +87,7 @@ public:
protected:
// Thread safe elements that can be accessed from anywhere
std::atomic<unsigned int> _IDAllocator{ 1 }; // first valid itemID will be One
std::atomic<unsigned int> _numAllocatedItems{ 1 }; // num of allocated items, matching the _items.size()
std::mutex _changeQueueMutex;
PendingChangesQueue _changeQueue;