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Merge pull request #79141 from TokageItLab/fix-infinity-state-loop

Fix infinite loop state check in `AnimationStateMachine`
Rémi Verschelde 2 tahun lalu
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dcbbde5e23
1 mengubah file dengan 6 tambahan dan 4 penghapusan
  1. 6 4
      scene/animation/animation_node_state_machine.cpp

+ 6 - 4
scene/animation/animation_node_state_machine.cpp

@@ -901,18 +901,20 @@ bool AnimationNodeStateMachinePlayback::_transition_to_next_recursive(AnimationT
 	bool is_state_changed = false;
 	bool is_state_changed = false;
 
 
 	NextInfo next;
 	NextInfo next;
-	StringName transition_start = current;
+	Vector<StringName> transition_path;
+	transition_path.push_back(current);
 	while (true) {
 	while (true) {
 		next = _find_next(p_tree, p_state_machine);
 		next = _find_next(p_tree, p_state_machine);
-		if (next.node == transition_start) {
-			is_state_changed = false;
-			break; // Maybe infinity loop, do noting more.
+		if (transition_path.has(next.node)) {
+			WARN_PRINT_ONCE_ED("AnimationNodeStateMachinePlayback: " + base_path + "playback aborts the transition by detecting one or more looped transitions in the same frame to prevent to infinity loop. You may need to check the transition settings.");
+			break; // Maybe infinity loop, do nothing more.
 		}
 		}
 
 
 		if (!_can_transition_to_next(p_tree, p_state_machine, next, p_test_only)) {
 		if (!_can_transition_to_next(p_tree, p_state_machine, next, p_test_only)) {
 			break; // Finish transition.
 			break; // Finish transition.
 		}
 		}
 
 
+		transition_path.push_back(next.node);
 		is_state_changed = true;
 		is_state_changed = true;
 
 
 		// Setting for fading.
 		// Setting for fading.