[ue4] Closes #1707 and related issues

UspineSkeletonDataAsset would only retain mapping from one spine::Atlas to a single spine::SkeletonData internally. If two SkeletonAnimationComponents reference the same skeleton data asset, but different (or invalid atlases), the old skeleton data gets destroyed. If the atlas and skeleton data don't match, then a previously created animation component may now hold on to a reference to destroyed skeleton data, triggering a crash.
This commit is contained in:
badlogic 2020-08-26 15:29:37 +02:00
parent 82edea95ee
commit 402ef55141
4 changed files with 48 additions and 38 deletions

View File

@ -80,15 +80,17 @@ void USpineSkeletonDataAsset::Serialize (FArchive& Ar) {
#endif
void USpineSkeletonDataAsset::ClearNativeData() {
for (auto &pair : atlasToNativeData) {
if (pair.Value.skeletonData) delete pair.Value.skeletonData;
if (pair.Value.animationStateData) delete pair.Value.animationStateData;
}
atlasToNativeData.Empty();
}
void USpineSkeletonDataAsset::BeginDestroy () {
if (this->skeletonData) {
delete this->skeletonData;
this->skeletonData = nullptr;
}
if (this->animationStateData) {
delete this->animationStateData;
this->animationStateData = nullptr;
}
ClearNativeData();
Super::BeginDestroy();
}
@ -128,10 +130,7 @@ void USpineSkeletonDataAsset::SetRawData(TArray<uint8> &Data) {
this->rawData.Empty();
this->rawData.Append(Data);
if (skeletonData) {
delete skeletonData;
skeletonData = nullptr;
}
ClearNativeData();
LoadInfo();
}
@ -273,15 +272,18 @@ void USpineSkeletonDataAsset::LoadInfo() {
}
SkeletonData* USpineSkeletonDataAsset::GetSkeletonData (Atlas* Atlas) {
if (!skeletonData || lastAtlas != Atlas) {
if (skeletonData) {
delete skeletonData;
skeletonData = nullptr;
}
SkeletonData* skeletonData = nullptr;
AnimationStateData* animationStateData = nullptr;
if (atlasToNativeData.Contains(Atlas)) {
skeletonData = atlasToNativeData[Atlas].skeletonData;
animationStateData = atlasToNativeData[Atlas].animationStateData;
}
if (!skeletonData) {
int dataLen = rawData.Num();
if (skeletonDataFileName.GetPlainNameString().Contains(TEXT(".json"))) {
SkeletonJson* json = new (__FILE__, __LINE__) SkeletonJson(Atlas);
if (checkJson((const char*)rawData.GetData())) this->skeletonData = json->readSkeletonData((const char*)rawData.GetData());
if (checkJson((const char*)rawData.GetData())) skeletonData = json->readSkeletonData((const char*)rawData.GetData());
if (!skeletonData) {
#if WITH_EDITORONLY_DATA
FMessageDialog::Debugf(FText::FromString(FString("Couldn't load skeleton data and/or atlas. Please ensure the version of your exported data matches your runtime version.\n\n") + skeletonDataFileName.GetPlainNameString() + FString("\n\n") + UTF8_TO_TCHAR(json->getError().buffer())));
@ -291,7 +293,7 @@ SkeletonData* USpineSkeletonDataAsset::GetSkeletonData (Atlas* Atlas) {
delete json;
} else {
SkeletonBinary* binary = new (__FILE__, __LINE__) SkeletonBinary(Atlas);
if (checkBinary((const char*)rawData.GetData(), (int)rawData.Num())) this->skeletonData = binary->readSkeletonData((const unsigned char*)rawData.GetData(), (int)rawData.Num());
if (checkBinary((const char*)rawData.GetData(), (int)rawData.Num())) skeletonData = binary->readSkeletonData((const unsigned char*)rawData.GetData(), (int)rawData.Num());
if (!skeletonData) {
#if WITH_EDITORONLY_DATA
FMessageDialog::Debugf(FText::FromString(FString("Couldn't load skeleton data and/or atlas. Please ensure the version of your exported data matches your runtime version.\n\n") + skeletonDataFileName.GetPlainNameString() + FString("\n\n") + UTF8_TO_TCHAR(binary->getError().buffer())));
@ -300,21 +302,18 @@ SkeletonData* USpineSkeletonDataAsset::GetSkeletonData (Atlas* Atlas) {
}
delete binary;
}
if (animationStateData) {
delete animationStateData;
animationStateData = nullptr;
GetAnimationStateData(Atlas);
if (skeletonData) {
animationStateData = new (__FILE__, __LINE__) AnimationStateData(skeletonData);
SetMixes(animationStateData);
atlasToNativeData.Add(Atlas, { skeletonData, animationStateData });
}
lastAtlas = Atlas;
}
return this->skeletonData;
return skeletonData;
}
AnimationStateData* USpineSkeletonDataAsset::GetAnimationStateData(Atlas* atlas) {
if (!animationStateData) {
SkeletonData* data = GetSkeletonData(atlas);
animationStateData = new (__FILE__, __LINE__) AnimationStateData(data);
}
void USpineSkeletonDataAsset::SetMixes(AnimationStateData* animationStateData) {
for (auto& data : MixData) {
if (!data.From.IsEmpty() && !data.To.IsEmpty()) {
const char* fromChar = TCHAR_TO_UTF8(*data.From);
@ -323,7 +322,10 @@ AnimationStateData* USpineSkeletonDataAsset::GetAnimationStateData(Atlas* atlas)
}
}
animationStateData->setDefaultMix(DefaultMix);
return this->animationStateData;
}
AnimationStateData* USpineSkeletonDataAsset::GetAnimationStateData(Atlas* atlas) {
return atlasToNativeData.Contains(atlas) ? atlasToNativeData[atlas].animationStateData : nullptr;
}
void USpineSkeletonDataAsset::SetMix(const FString& from, const FString& to, float mix) {
@ -332,8 +334,8 @@ void USpineSkeletonDataAsset::SetMix(const FString& from, const FString& to, flo
data.To = to;
data.Mix = mix;
this->MixData.Add(data);
if (lastAtlas) {
GetAnimationStateData(lastAtlas);
for (auto &pair : atlasToNativeData) {
SetMixes(pair.Value.animationStateData);
}
}

View File

@ -92,9 +92,17 @@ protected:
UPROPERTY()
FName skeletonDataFileName;
spine::SkeletonData* skeletonData;
spine::AnimationStateData* animationStateData;
spine::Atlas* lastAtlas;
// These are created at runtime
struct NativeSkeletonData {
spine::SkeletonData* skeletonData;
spine::AnimationStateData* animationStateData;
};
TMap<spine::Atlas*, NativeSkeletonData> atlasToNativeData;
void ClearNativeData();
void SetMixes(spine::AnimationStateData* animationStateData);
#if WITH_EDITORONLY_DATA
public:

View File

@ -33,7 +33,7 @@ See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documen
## Example
### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4)
The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.23+.
The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.25+.
1. Copy the `spine-cpp` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory.
2. Open the SpineUE4.uproject file with Unreal Editor

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@ -1,6 +1,6 @@
{
"FileVersion": 3,
"EngineAssociation": "4.24",
"EngineAssociation": "4.25",
"Category": "",
"Description": "",
"Modules": [