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System plugins keep executing after their model is removed. #2217
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I implemented a simple workaround like this: void WasteBin::PostUpdate(const UpdateInfo & _info, const EntityComponentManager & _ecm)
{
if (_info.paused) return;
if (!this->dataPtr->configured) return;
if (!this->dataPtr->model.Valid(_ecm))
{
gzwarn << "Model <" << this->dataPtr->modelName << "> no longer valid. "
<< "Disabling WasteBin plugin." << std::endl;
this->dataPtr->configured = false;
return;
}
[...]
} While this works well, it has following drawbacks:
So I still feel that model and sensor plugins should be disabled (or removed) automatically upon removal of the corresponding model or sensor. |
Another example:
Result: Flood of error messages:
I 'fixed' this in my local tree with a similar workaround as above, but meh... void JointPositionController::PreUpdate(
const UpdateInfo &_info,
EntityComponentManager &_ecm)
{
GZ_PROFILE("JointPositionController::PreUpdate");
if (kNullEntity == this->dataPtr->model.Entity())
{
return;
}
if (!this->dataPtr->model.Valid(_ecm))
{
gzwarn << "JointPositionController model no longer valid. "
<< "Disabling plugin." << std::endl;
this->dataPtr->model = Model(kNullEntity);
return;
}
[...]
} |
Yes currently the |
This commit tries to address #2217. In particular if a user despawns an entity, the associated plugin gets removed. This should prevent issues like #2165. TBH I'm not sure if this is the right way forward as a system should technically be able to access any entity in a traditional ECS. I also recognize that there may be some performance impact. I will need to quantify this. Signed-off-by: Arjo Chakravarty <[email protected]>
Signed-off-by: Johan Rutgeerts <[email protected]>
) * Temporary fix for #2165 until #2217 is resolved. Signed-off-by: Johan Rutgeerts <[email protected]> * Added comment to clarify the added code. Signed-off-by: Johan Rutgeerts <[email protected]> --------- Signed-off-by: Johan Rutgeerts <[email protected]>
Latching on to this: I get an |
Yeah. That is expected I'm currently working on a fix for it here: #2232 |
This commit tries to address #2217. In particular if a user despawns an entity, the associated plugin gets removed. This should prevent issues like #2165. TBH I'm not sure if this is the right way forward as a system should technically be able to access any entity in a traditional ECS. I also recognize that there may be some performance impact. I will need to quantify this. Signed-off-by: Arjo Chakravarty <[email protected]>
This commit tries to address #2217. In particular if a user despawns an entity, the associated plugin gets removed. This should prevent issues like #2165. TBH I'm not sure if this is the right way forward as a system should technically be able to access any entity in a traditional ECS. I also recognize that there may be some performance impact. I will need to quantify this. Signed-off-by: Arjo Chakravarty <[email protected]> Signed-off-by: Arjo Chakravarty <[email protected]>
Fixed by #2232 |
Environment
Description
Many system plugins need to be attached to a model (e.g. to access that model's links, collisions, etc).
However, when that model is removed, the plugin keeps running.
Given typically a model plugin needs to access entities of the model (that no longer exist), this leads to crashes.
Expected behavior
When a model is removed, all of its plugins are removed as well, or at the least their pre/update/post methods are no longer called.
Steps to reproduce
Add this plugin to a model.
Start the simulation
Select the model in the Entity Tree, right click + 'remove'
The model is removed, but the
cout
message is still being output to the terminal.The text was updated successfully, but these errors were encountered: