[LYN-2878] Attempt to fix deadlocks that occur when the Editor loads surface tag assets.

I wasn't able to reproduce the deadlock, but from the reported callstack, the following lock inversion happens:
* EditorSurfaceDataSystemComponent::OnCatalogLoaded locked the AssetCatalogRequestBus mutex by calling EnumerateAssets, and then locked m_assetMutex inside GetAsset->FindOrCreateAsset inside the enumerate callback.
* Loading threads would lock m_assetMutex in AssetManager::ValidateAndRegisterAssetLoading, then lock the AssetCatalogRequestBus inside the Asset<T> copy constructor when calling UpdateDebugStatus when the constructor calls SetData->UpgradeAssetInfo->UpdateAssetInfo->AssetCatalogRequestBus::GetAssetInfoById

This should solve the lock inversion on both sides of the problem:
* UpdateDebugStatus now takes in a const ref instead of a copy, so the copy constructor isn't called.
* EditorSurfaceDataSystemComponent::OnCatalogLoaded is rewritten to call GetAsset outside of the enumeration call.

As a bonus, this also removes the blocking load call.  The rest of the code already supports asynchronous refreshes as the list assets are added / modified / removed, so this code was changed to leverage the asynchronous refreshes as well.
This commit is contained in:
mbalfour
2021-04-13 13:03:43 -05:00
parent a1c664e666
commit d7f10e9d60
3 changed files with 21 additions and 9 deletions
@@ -1117,7 +1117,7 @@ namespace AZ
return asset;
}
void AssetManager::UpdateDebugStatus(AZ::Data::Asset<AZ::Data::AssetData> asset)
void AssetManager::UpdateDebugStatus(const AZ::Data::Asset<AZ::Data::AssetData>& asset)
{
if(!m_debugAssetEvents)
{
@@ -358,7 +358,7 @@ namespace AZ
Asset<AssetData> GetAssetInternal(const AssetId& assetId, const AssetType& assetType, AssetLoadBehavior assetReferenceLoadBehavior, const AssetLoadParameters& loadParams = AssetLoadParameters{}, AssetInfo assetInfo = AssetInfo(), bool signalLoaded = false);
void UpdateDebugStatus(AZ::Data::Asset<AZ::Data::AssetData> asset);
void UpdateDebugStatus(const AZ::Data::Asset<AZ::Data::AssetData>& asset);
/**
* Gets a root asset and dependencies as individual async loads if necessary.