Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix DrawableOsuHitObject not properly cleaning up dim application callbacks #29933

Merged
merged 1 commit into from
Sep 20, 2024

Conversation

bdach
Copy link
Collaborator

@bdach bdach commented Sep 19, 2024

Should fix #28629.

First of all, to support the claim that this does fix the issue - reproduction is rather difficult, but I believe I found a way to maximise the chances of it reproducing by performing the following steps:

  1. Apply the following diff:
diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs index eacd2b3e75..4c00da031a 100644
--- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs @@ -6,6 +6,7 @@
 using System;
 using System.Collections.Generic;
 using System.Linq;
+using System.Threading;
 using JetBrains.Annotations;
 using osu.Framework.Allocation;
 using osu.Framework.Bindables;
@@ -95,6 +96,8 @@ public DrawableSlider([CanBeNull] Slider s = null)
         [BackgroundDependencyLoader]
         private void load()
         {
+            Thread.Sleep(100);
+
             tailContainer = new Container<DrawableSliderTail> { RelativeSizeAxes = Axes.Both };

             AddRangeInternal(new Drawable[]
  1. Download https://osu.ppy.sh/beatmapsets/1470790#osu/3023028 and open it in the editor.
  2. Select all objects using Ctrl-A. Yes, it'll take a while, especially so with the patch above.
  3. Rotate the selection by any amount using the right toolbox.
  4. Press undo. The game should crash. If it doesn't spam redo and undo until it does.

Now to explain what the fix is.

In the issue thread I spent a considerable time hemming and hawing about which of the dimmable pieces was null, which was a complete miss and a failure at reading. Let's see the stack trace again:

2024-06-27 02:15:20 [error]: at osu.Game.Rulesets.Osu.Objects.Drawables.DrawableOsuHitObject.<UpdateInitialTransforms>g__applyDim|15_0(Drawable piece) in /home/runner/work/osu-auth-client/osu-auth-client/osu/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs:line 101

Line 101, you say? What could be null here?

using (piece.BeginDelayedSequence(InitialLifetimeOffset - OsuHitWindows.MISS_WINDOW))

Okay, what's InitialLifetimeOffset, then?

protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;

Yes, that's right. It's HitObject that is null here.

Now why does that happen? First, let's note that all stacks where this died went through UpdateState(), which means that the problematic applyDim() calls had to be ApplyCustomUpdateState event callbacks. Meaning that the pieces where HitObject was null were DHOs themselves.

Recall that parent DHOs and child DHOs are pooled separately. Therefore, there is no guarantee that any parent and child DHOs will remain associated with each other for the entire duration of a gameplay session; it is quite the contrary, and nobody should rely on that. Unfortunately for us, adding a applyDimToDrawableHitObject callback to a child object's ApplyCustomUpdateState implicitly creates such an association, because it ends up allocating a closure that captures this (meaning the parent in this context).

Therefore, this now creates a situation where a child DHO can attempt to read state from a former parent DHO which can be in an indeterminate state, and in fact, when this crashes, the former parent DHO is most likely not even in use - hence the null HitObject.

Thus, the fix is to clear the association by unsubscribing from the event when nested objects are cleared.

My hypothesis why the reproduction scenario is like it is, is that both the sleep and the increased pressure on the pool (by way of selecting all objects and therefore forcing the DHOs to be materialised beyond pool capacity) increases the likelihood of getting a crosslink. When pool pressure is low, it is much more likely that a parent DHO will get the same child DHO again on re-application, even though that is not guaranteed.

Just as an additional detail, note that the sentry issue for this lists the "first seen" version as 2024.312.0, which is the release that included #27401 (notably authored by yours truly) which would be directly responsible for this mess.

…allbacks

Should fix ppy#28629.

First of all, to support the claim that this does fix the issue -
reproduction is rather difficult, but I believe I found a way to
maximise the chances of it reproducing by performing the following
steps:

1. Apply the following diff:

diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs
index eacd2b3e75..4c00da031a 100644
--- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs
+++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs
@@ -6,6 +6,7 @@
 using System;
 using System.Collections.Generic;
 using System.Linq;
+using System.Threading;
 using JetBrains.Annotations;
 using osu.Framework.Allocation;
 using osu.Framework.Bindables;
@@ -95,6 +96,8 @@ public DrawableSlider([CanBeNull] Slider s = null)
         [BackgroundDependencyLoader]
         private void load()
         {
+            Thread.Sleep(100);
+
             tailContainer = new Container<DrawableSliderTail> { RelativeSizeAxes = Axes.Both };

             AddRangeInternal(new Drawable[]

2. Download https://osu.ppy.sh/beatmapsets/1470790#osu/3023028 and open
   it in the editor.

3. Select all objects using Ctrl-A. Yes, it'll take a while, especially
   so with the patch above.

4. Rotate the selection by any amount using the right toolbox.

5. Press undo. The game should crash. If it doesn't spam redo and undo
   until it does.

Now to explain what the fix is.

In the issue thread I spent a considerable time hemming and hawing about
which of the dimmable pieces was null, which was a complete miss and a
failure at reading. Let's see the stack trace again:

	2024-06-27 02:15:20 [error]: at osu.Game.Rulesets.Osu.Objects.Drawables.DrawableOsuHitObject.<UpdateInitialTransforms>g__applyDim|15_0(Drawable piece) in /home/runner/work/osu-auth-client/osu-auth-client/osu/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs:line 101

Line 101, you say? What could be null here?

	https://github.com/ppy/osu/blob/bd8addfb5f71568479d2c037d1b6e811de6e7fe6/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs#L101

Okay, what's `InitialLifetimeOffset`, then?

	https://github.com/ppy/osu/blob/bd8addfb5f71568479d2c037d1b6e811de6e7fe6/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs#L108

Yes, that's right. It's `HitObject` that is null here.

Now why does *that* happen? First, let's note that all stacks where this
died went through `UpdateState()`, which means that the problematic
`applyDim()` calls had to be `ApplyCustomUpdateState` event callbacks.
Meaning that the pieces where `HitObject` was null were DHOs themselves.

Recall that parent DHOs and child DHOs are pooled separately. Therefore,
there is no guarantee that any parent and child DHOs will remain
associated with each other for the entire duration of a gameplay
session; it is quite the contrary, and nobody should rely on that.
Unfortunately for us, adding a `applyDimToDrawableHitObject` callback to
a child object's `ApplyCustomUpdateState` *implicitly creates* such an
association, because it ends up allocating a closure that captures
`this` (meaning the parent in this context).

Therefore, this now creates a situation where a child DHO can attempt to
read state from a former parent DHO which can be in an indeterminate
state, and in fact, when this crashes, the former parent DHO is most
likely not even in use - hence the null `HitObject`.

Thus, the fix is to clear the association by unsubscribing from the
event when nested objects are cleared.

My hypothesis why the reproduction scenario is like it is, is that both
the sleep and the increased pressure on the pool (by way of selecting
all objects and therefore forcing the DHOs to be materialised beyond
pool capacity) increases the likelihood of getting a crosslink.
When pool pressure is low, it is much more likely that a parent DHO
*will* get the same child DHO again on re-application, even though
that is not guaranteed.

Just as an additional detail, note that the sentry issue for this lists
the "first seen" version as 2024.312.0, which is the release that
included ppy#27401 which would be directly
responsible for this mess.
@bdach bdach added ruleset/osu! type:reliability next release Pull requests which are almost there. We'll aim to get them in the next release, but no guarantees! labels Sep 19, 2024
@bdach bdach requested a review from a team September 19, 2024 12:38
@smoogipoo smoogipoo merged commit ccf1acc into ppy:master Sep 20, 2024
11 of 13 checks passed
@bdach bdach deleted the fix-dodgy-dim branch September 20, 2024 06:54
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
next release Pull requests which are almost there. We'll aim to get them in the next release, but no guarantees! ruleset/osu! size/M type:reliability
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Game crash when changing addition sample bank for multiple objects
2 participants