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Merge pull request #307 from Unity-Technologies/zxw/fix_crash

fix potential crash when spawning UIWidgetsPanels inside the Update of a MonoBehaviour
/main
GitHub 3 年前
当前提交
99aa51b7
共有 14 个文件被更改,包括 471 次插入42 次删除
  1. 16
      engine/src/shell/platform/unity/android/uiwidgets_panel.cc
  2. 2
      engine/src/shell/platform/unity/darwin/ios/uiwidgets_panel.h
  3. 22
      engine/src/shell/platform/unity/darwin/ios/uiwidgets_panel.mm
  4. 2
      engine/src/shell/platform/unity/darwin/macos/uiwidgets_panel.h
  5. 22
      engine/src/shell/platform/unity/darwin/macos/uiwidgets_panel.mm
  6. 21
      engine/src/shell/platform/unity/windows/uiwidgets_panel.cc
  7. 341
      Samples/UIWidgetsSamples_2019_4/Assets/Scene/TestUISpawner.unity
  8. 7
      Samples/UIWidgetsSamples_2019_4/Assets/Scene/TestUISpawner.unity.meta
  9. 77
      Samples/UIWidgetsSamples_2019_4/Assets/Script/UISpawnerTest.cs
  10. 3
      Samples/UIWidgetsSamples_2019_4/Assets/Script/UISpawnerTest.cs.meta

16
engine/src/shell/platform/unity/android/uiwidgets_panel.cc


const char *streaming_assets_path,
const char *settings)
{
surface_manager_ = std::make_unique<UnitySurfaceManager>(
UIWidgetsSystem::GetInstancePtr()->GetUnityInterfaces());
FML_DCHECK(fbo_ == 0);
surface_manager_->MakeCurrent(EGL_NO_DISPLAY);
fbo_ = surface_manager_->CreateRenderSurface(native_texture_ptr);
surface_manager_->ClearCurrent();
fml::AutoResetWaitableEvent latch;
std::thread::id gfx_worker_thread_id;
UIWidgetsSystem::GetInstancePtr()->PostTaskToGfxWorker(

});
latch.Wait();
surface_manager_ = std::make_unique<UnitySurfaceManager>(
UIWidgetsSystem::GetInstancePtr()->GetUnityInterfaces());
FML_DCHECK(fbo_ == 0);
surface_manager_->MakeCurrent(EGL_NO_DISPLAY);
fbo_ = surface_manager_->CreateRenderSurface(native_texture_ptr);
surface_manager_->ClearCurrent();
gfx_worker_task_runner_ = std::make_unique<GfxWorkerTaskRunner>(
gfx_worker_thread_id, [this](const auto *task) {

2
engine/src/shell/platform/unity/darwin/ios/uiwidgets_panel.h


private:
UIWidgetsPanel(Mono_Handle handle, UIWidgetsWindowType window_type, EntrypointCallback entrypoint_callback);
void CreateInternalUIWidgetsEngine(size_t width, size_t height, float device_pixel_ratio, const char* streaming_assets_path, const char* settings);
void CreateInternalUIWidgetsEngine(size_t width, size_t height, float device_pixel_ratio, const char* streaming_assets_path, const char* settings, std::thread::id gfx_worker_thread_id);
void dispatchTouches(float x, float y, int button, UIWidgetsTouchPhase evtType);

22
engine/src/shell/platform/unity/darwin/ios/uiwidgets_panel.mm


void* UIWidgetsPanel::OnEnable(size_t width, size_t height, float device_pixel_ratio,
const char* streaming_assets_path, const char* settings)
{
fml::AutoResetWaitableEvent latch;
std::thread::id gfx_worker_thread_id;
UIWidgetsSystem::GetInstancePtr()->PostTaskToGfxWorker(
[&latch, &gfx_worker_thread_id]() -> void {
gfx_worker_thread_id = std::this_thread::get_id();
latch.Signal();
});
latch.Wait();
CreateInternalUIWidgetsEngine(width, height, device_pixel_ratio, streaming_assets_path, settings);
CreateInternalUIWidgetsEngine(width, height, device_pixel_ratio, streaming_assets_path, settings, gfx_worker_thread_id);
const char* streaming_assets_path, const char* settings)
const char* streaming_assets_path, const char* settings, std::thread::id gfx_worker_thread_id)
fml::AutoResetWaitableEvent latch;
std::thread::id gfx_worker_thread_id;
UIWidgetsSystem::GetInstancePtr()->PostTaskToGfxWorker(
[&latch, &gfx_worker_thread_id]() -> void {
gfx_worker_thread_id = std::this_thread::get_id();
latch.Signal();
});
latch.Wait();
gfx_worker_task_runner_ = std::make_unique<GfxWorkerTaskRunner>(
gfx_worker_thread_id, [this](const auto* task) {
if (UIWidgetsEngineRunTask(engine_, task) != kSuccess) {

2
engine/src/shell/platform/unity/darwin/macos/uiwidgets_panel.h


private:
UIWidgetsPanel(Mono_Handle handle, UIWidgetsWindowType window_type, EntrypointCallback entrypoint_callback);
void CreateInternalUIWidgetsEngine(size_t width, size_t height, float device_pixel_ratio, const char* streaming_assets_path, const char* settings);
void CreateInternalUIWidgetsEngine(size_t width, size_t height, float device_pixel_ratio, const char* streaming_assets_path, const char* settings, std::thread::id gfx_worker_thread_id);
MouseState GetMouseState() { return mouse_state_; }

22
engine/src/shell/platform/unity/darwin/macos/uiwidgets_panel.mm


void* UIWidgetsPanel::OnEnable(size_t width, size_t height, float device_pixel_ratio,
const char* streaming_assets_path, const char* settings)
{
fml::AutoResetWaitableEvent latch;
std::thread::id gfx_worker_thread_id;
UIWidgetsSystem::GetInstancePtr()->PostTaskToGfxWorker(
[&latch, &gfx_worker_thread_id]() -> void {
gfx_worker_thread_id = std::this_thread::get_id();
latch.Signal();
});
latch.Wait();
CreateInternalUIWidgetsEngine(width, height, device_pixel_ratio, streaming_assets_path, settings);
CreateInternalUIWidgetsEngine(width, height, device_pixel_ratio, streaming_assets_path, settings, gfx_worker_thread_id);
const char* streaming_assets_path, const char* settings)
const char* streaming_assets_path, const char* settings, std::thread::id gfx_worker_thread_id)
fml::AutoResetWaitableEvent latch;
std::thread::id gfx_worker_thread_id;
UIWidgetsSystem::GetInstancePtr()->PostTaskToGfxWorker(
[&latch, &gfx_worker_thread_id]() -> void {
gfx_worker_thread_id = std::this_thread::get_id();
latch.Signal();
});
latch.Wait();
gfx_worker_task_runner_ = std::make_unique<GfxWorkerTaskRunner>(
gfx_worker_thread_id, [this](const auto* task) {
if (UIWidgetsEngineRunTask(engine_, task) != kSuccess) {

21
engine/src/shell/platform/unity/windows/uiwidgets_panel.cc


size_t height, float device_pixel_ratio,
const char* streaming_assets_path,
const char* settings) {
fml::AutoResetWaitableEvent latch;
std::thread::id gfx_worker_thread_id;
UIWidgetsSystem::GetInstancePtr()->PostTaskToGfxWorker(
[&latch, &gfx_worker_thread_id]() -> void {
gfx_worker_thread_id = std::this_thread::get_id();
latch.Signal();
});
latch.Wait();
surface_manager_ = std::make_unique<UnitySurfaceManager>(
UIWidgetsSystem::GetInstancePtr()->GetUnityInterfaces());

void* d3dtexture = surface_manager_->GetD3DInnerTexture();
surface_manager_->ClearCurrent();
fml::AutoResetWaitableEvent latch;
std::thread::id gfx_worker_thread_id;
UIWidgetsSystem::GetInstancePtr()->PostTaskToGfxWorker(
[&latch, &gfx_worker_thread_id]() -> void {
gfx_worker_thread_id = std::this_thread::get_id();
latch.Signal();
});
latch.Wait();
gfx_worker_task_runner_ = std::make_unique<GfxWorkerTaskRunner>(
gfx_worker_thread_id, [this](const auto* task) {
if (UIWidgetsEngineRunTask(engine_, task) != kSuccess) {

341
Samples/UIWidgetsSamples_2019_4/Assets/Scene/TestUISpawner.unity


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Samples/UIWidgetsSamples_2019_4/Assets/Scene/TestUISpawner.unity.meta


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77
Samples/UIWidgetsSamples_2019_4/Assets/Script/UISpawnerTest.cs


using UnityEngine;
using UnityEngine.UI;
namespace UIWidgetsSample
{
/*
* In this test we are testing a scenario that, spawning UIWidgetsPanels in the Update function of a
* Monobehaviour object.
*
* This scenario used to cause fatal crash on other Editor and Player. Therefore this test sample will
* be very useful when doing regression tests. Please refer to the corresponding PR
* description for the root cause of the crash and how we fix it.
*/
public class UISpawnerTest : MonoBehaviour
{
private float curTime = 0.0f;
private int totalNum = 10;
private bool isOk = false;
private void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
this.isOk = true;
}
if (!this.isOk)
{
return;
}
if (this.totalNum <= 0)
{
return;
}
this.curTime += Time.deltaTime;
if (this.curTime < 0)
{
return;
}
this.curTime = 0;
this.totalNum--;
{
GameObject gameobject = new GameObject();
GameObject newCanvas = new GameObject();
Canvas c = newCanvas.AddComponent<Canvas>();
c.renderMode = RenderMode.WorldSpace;
newCanvas.AddComponent<CanvasScaler>();
newCanvas.AddComponent<GraphicRaycaster>();
var canvasTransform = c.GetComponent<RectTransform>();
canvasTransform.anchorMin = new Vector2(0, 0);
canvasTransform.anchorMax = new Vector2(0, 0);
canvasTransform.sizeDelta = new Vector2(800, 800);
GameObject panel = new GameObject("RawImage");
var rectTransform = panel.AddComponent<RectTransform>();
rectTransform.anchorMin = new Vector2(0, 0);
rectTransform.anchorMax = new Vector2(1, 1);
rectTransform.offsetMin = new Vector2(0, 0);
rectTransform.offsetMax = new Vector2(0, 0);
panel.AddComponent<CanvasRenderer>();
panel.AddComponent<HoverSample>();
panel.transform.SetParent(newCanvas.transform, false);
newCanvas.transform.SetParent(gameobject.transform, true);
}
}
}
}

3
Samples/UIWidgetsSamples_2019_4/Assets/Script/UISpawnerTest.cs.meta


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