mirror of
https://github.com/panda3d/panda3d.git
synced 2025-09-29 00:06:44 -04:00
pgraph: Fix race condition when destructing/constructing NodePaths
Fixes #1366
This commit is contained in:
parent
00de2771fc
commit
8bed85740f
@ -2898,11 +2898,21 @@ get_component(NodePathComponent *parent, PandaNode *child_node,
|
|||||||
// First, walk through the list of NodePathComponents we already have on the
|
// First, walk through the list of NodePathComponents we already have on the
|
||||||
// child, looking for one that already exists, referencing the indicated
|
// child, looking for one that already exists, referencing the indicated
|
||||||
// parent component.
|
// parent component.
|
||||||
Paths::const_iterator pi;
|
for (NodePathComponent *child : child_node->_paths) {
|
||||||
for (pi = child_node->_paths.begin(); pi != child_node->_paths.end(); ++pi) {
|
if (child->get_next(pipeline_stage, current_thread) == parent) {
|
||||||
if ((*pi)->get_next(pipeline_stage, current_thread) == parent) {
|
|
||||||
// If we already have such a component, just return it.
|
// If we already have such a component, just return it.
|
||||||
return (*pi);
|
// But before we do, we have to make sure it's not in the middle of being
|
||||||
|
// destructed.
|
||||||
|
#ifdef HAVE_THREADS
|
||||||
|
if (child->ref_if_nonzero()) {
|
||||||
|
PT(NodePathComponent) result;
|
||||||
|
result.cheat() = child;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
// If we're not building with threading, increment as normal.
|
||||||
|
return child;
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -2940,11 +2950,21 @@ get_top_component(PandaNode *child_node, bool force, int pipeline_stage,
|
|||||||
|
|
||||||
// Walk through the list of NodePathComponents we already have on the child,
|
// Walk through the list of NodePathComponents we already have on the child,
|
||||||
// looking for one that already exists as a top node.
|
// looking for one that already exists as a top node.
|
||||||
Paths::const_iterator pi;
|
for (NodePathComponent *child : child_node->_paths) {
|
||||||
for (pi = child_node->_paths.begin(); pi != child_node->_paths.end(); ++pi) {
|
if (child->is_top_node(pipeline_stage, current_thread)) {
|
||||||
if ((*pi)->is_top_node(pipeline_stage, current_thread)) {
|
|
||||||
// If we already have such a component, just return it.
|
// If we already have such a component, just return it.
|
||||||
return (*pi);
|
// But before we do, we have to make sure it's not in the middle of being
|
||||||
|
// destructed.
|
||||||
|
#ifdef HAVE_THREADS
|
||||||
|
if (child->ref_if_nonzero()) {
|
||||||
|
PT(NodePathComponent) result;
|
||||||
|
result.cheat() = child;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
// If we're not building with threading, increment as normal.
|
||||||
|
return child;
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user