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Crash: Removing MarkerArrays not threadsafe? #1469
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I recorded a bag file but cannot reproduce in stand-alone rviz so far: |
I have another similar crash in RobotStateDisplay this time. I guess this is due to our code having an AsyncSpinner running ... @rhaschke do you have an idea for a general solution or should I go through all displays and use signal-slots to fix threading and move all rendering related stuff to the gui thread? Would be some PRs ... |
rviz doesn't use a spinner, but calls
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We embed a Now understanding the concept of message queues and NodeHandles better I think I found the bug in RobotStateDisplay at least: |
I think, rviz assumes to a large extent that ROS callbacks are executed synchronously with the main GUI thread. There are only a very few exceptions to this rule, namely displays derived from PointCloudCommon. This indeed, provides a separate callback queue and a spinner processing this queue. I think, you should call ros::spinOnce() from your main GUI thread frequently... Regarding RobotStateDisplay: As the new NodeHandle doesn't have its own callback queue, it is just using the global one as well, which is processed from the GUI thread. I think, changing to |
Line 270 in 6bf5975
at least according to the comment here it should have the desired effect of being run synchronous and indeed I do get different crashes now ... |
Could you please verify that the two handles use different (or the same) queues? |
Never trust a comment/doc-string ... rviz/src/rviz/visualization_manager.cpp Line 289 in 6bf5975
So this should probably be changed to actually use a separate queue that really is processed synchronously? I'll open an rviz PR I also experimented with locking the RobotState in RobotStateDisplay, this would even allow us to always handle RobotStateMessages asynchronously (by using threaded_nh_ and a std::mutex/std::lock_guard) which fixed my crashes so far. Will open a MoveIt PR as well ... |
I think, the global callback queue is assumed to be processed by the main gui thread, while the threaded_nh_ uses a separate queue that needs to be processed by a separate spinner. |
It could be triggered in Update/the rendering event (by a QTimer) and would then always be tied to the gui thread. I'll try that later and open a PR |
I opened a PR #1475 |
I displayed a large (~3000) set of axes and when removing them from the display again (via the corresponding marker message) rviz crashed. There seems to be a race condition or similar problem between Thread 18 removing a material and Thread 1 displaying it
Please see the gist for a summarized backtrace
https://gist.github.com/simonschmeisser/12b1f4d6e0bcbd61516ec8646628c585
Your environment
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