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Comments (5)

msauter-nvidia avatar msauter-nvidia commented on September 26, 2024

Hi Benoit,
Thanks a lot for this detailed bug report. We will look into it.

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msauter-nvidia avatar msauter-nvidia commented on September 26, 2024

Hello Benoit,
To follow up on your report: "issue 1" looks not thread safe indeed. For "issue 2" I can not yet see the clash though. From what I see:

lostTouchReports => Sc::activateInteractions()
Sc::Scene::notifyInteractionActivated() will only get called for pairs that are not eOVERLAP nor eMARKER (for example trigger pairs)

Sc::Scene::unregisterInteractions() on the other hand only runs for eOVERLAP or eMARKER pairs

as such, it does looks safe since concurrent activation happens for different types of pairs only. I seem to be missing something. What was the object/scene setup where you saw "issue 2" trigger unsafe concurrent access?

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bdumesnil avatar bdumesnil commented on September 26, 2024

Hi Michael,

Indeed issue 2 was a false positive on my side, my debug code was over-conservative and detected changes between interactions of different types.

from physx.

msauter-nvidia avatar msauter-nvidia commented on September 26, 2024

Thanks for the confirmation. Fixing "issue 1" on our side will likely be postponed to 5.3.0. Please use your proposed workaround in the meantime.

from physx.

bdumesnil avatar bdumesnil commented on September 26, 2024

Thank you for looking into it, we will do that in the meantime.

from physx.

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