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#171 Property tree lacking thread-safety may cause segfaults

WontFix
nobody
Low
2014-02-20
2010-11-18
Anonymous
No

Originally created by: bre... (code.google.com)@gmail.com
Originally owned by: timoor... (code.google.com)@gmail.com

What steps will reproduce the problem?
Random segfaults may occur since properties are modified/updated/merged in multiple threads (update traversal, main loop, ...) though the property tree implementation isn't (fully) thread-safe.
Not easily reproduced and doesn't happen too often. Maybe more likely to happen while loading many models (playing MP / moving between scenery areas...).

Attachement shows a crash stack-trace. Shows two threads working concurrently on properties: one is merging property trees while the other crashes on SGPropertyNode access.

1 Attachments

Discussion

  • Anonymous

    Anonymous - 2010-11-18

    Originally posted by: bre... (code.google.com)@gmail.com

    (No comment was entered for this change.)

    Cc: zakalawe

     
  • Anonymous

    Anonymous - 2011-05-19

    Originally posted by: bre... (code.google.com)@gmail.com

    Obviously not a major issue for now (I rarely see any issues).

    Labels: Priority-Low

     
  • Anonymous

    Anonymous - 2011-05-26

    Originally posted by: bre... (code.google.com)@gmail.com

    (No comment was entered for this change.)

    Status: Stalled

     
  • Anonymous

    Anonymous - 2012-10-08

    Originally posted by: wonco...@googlemail.com

    Not sure if this is related to the property tree, but I have lately been seeing 2-3 segfaults per 10-20 FG starts that were obviously related to multithreading issues, i.e. re-starting FG afterwards, would "solve" the problem - without having touched ANY settings at all.
    Most of these segfaults happened while starting FG, i.e. during initialization.

     
  • Anonymous

    Anonymous - 2014-02-20

    Originally posted by: zakalawe@mac.com

    Closing this out because assorted threading-related property crashes are now fixed (in 3.0), e.g. we synchronise & cache material validity computations and effect/technique realisation.

    Status: WontFix

     

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