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Fix Scene Importer crashing when animation or mesh save paths are invalid #83856

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Feb 13, 2024
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71 changes: 51 additions & 20 deletions editor/import/3d/resource_importer_scene.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -31,6 +31,7 @@
#include "resource_importer_scene.h"

#include "core/error/error_macros.h"
#include "core/io/dir_access.h"
#include "core/io/resource_saver.h"
#include "core/object/script_language.h"
#include "editor/editor_node.h"
Expand Down Expand Up @@ -2390,6 +2391,21 @@ Node *ResourceImporterScene::pre_import(const String &p_source_file, const HashM
return scene;
}

Error ResourceImporterScene::_check_resource_save_paths(const Dictionary &p_data) {
Array keys = p_data.keys();
for (int i = 0; i < keys.size(); i++) {
const Dictionary &settings = p_data[keys[i]];

if (bool(settings.get("save_to_file/enabled", false)) && settings.has("save_to_file/path")) {
const String &save_path = settings["save_to_file/path"];

ERR_FAIL_COND_V(!save_path.is_empty() && !DirAccess::exists(save_path.get_base_dir()), ERR_FILE_BAD_PATH);
}
}

return OK;
}

Error ResourceImporterScene::import(const String &p_source_file, const String &p_save_path, const HashMap<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files, Variant *r_metadata) {
const String &src_path = p_source_file;

Expand Down Expand Up @@ -2442,7 +2458,42 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
import_flags |= EditorSceneFormatImporter::IMPORT_FORCE_DISABLE_MESH_COMPRESSION;
}

Dictionary subresources = p_options["_subresources"];

Dictionary node_data;
if (subresources.has("nodes")) {
node_data = subresources["nodes"];
}

Dictionary material_data;
if (subresources.has("materials")) {
material_data = subresources["materials"];
}

Dictionary animation_data;
if (subresources.has("animations")) {
animation_data = subresources["animations"];
}

Dictionary mesh_data;
if (subresources.has("meshes")) {
mesh_data = subresources["meshes"];
}

Error err = OK;

// Check whether any of the meshes or animations have nonexistent save paths
// and if they do, fail the import immediately.
err = _check_resource_save_paths(mesh_data);
if (err != OK) {
return err;
}

err = _check_resource_save_paths(animation_data);
if (err != OK) {
return err;
}

List<String> missing_deps; // for now, not much will be done with this
Node *scene = importer->import_scene(src_path, import_flags, p_options, &missing_deps, &err);
if (!scene || err != OK) {
Expand All @@ -2466,22 +2517,6 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
scene_3d->scale(scale);
}
}
Dictionary subresources = p_options["_subresources"];

Dictionary node_data;
if (subresources.has("nodes")) {
node_data = subresources["nodes"];
}

Dictionary material_data;
if (subresources.has("materials")) {
material_data = subresources["materials"];
}

Dictionary animation_data;
if (subresources.has("animations")) {
animation_data = subresources["animations"];
}

HashSet<Ref<ImporterMesh>> scanned_meshes;
HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
Expand Down Expand Up @@ -2561,10 +2596,6 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
}
}

Dictionary mesh_data;
if (subresources.has("meshes")) {
mesh_data = subresources["meshes"];
}
scene = _generate_meshes(scene, mesh_data, gen_lods, create_shadow_meshes, LightBakeMode(light_bake_mode), lightmap_texel_size, src_lightmap_cache, mesh_lightmap_caches);

if (mesh_lightmap_caches.size()) {
Expand Down
1 change: 1 addition & 0 deletions editor/import/3d/resource_importer_scene.h
Original file line number Diff line number Diff line change
Expand Up @@ -214,6 +214,7 @@ class ResourceImporterScene : public ResourceImporter {
SHAPE_TYPE_CAPSULE,
};

static Error _check_resource_save_paths(const Dictionary &p_data);
Array _get_skinned_pose_transforms(ImporterMeshInstance3D *p_src_mesh_node);
void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
Node *_generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<Vector<uint8_t>> &r_lightmap_caches);
Expand Down
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