fix(asset): EditorAssetManager hot-reload deadlock — unlock the callee, not the caller - #884
fix(asset): EditorAssetManager hot-reload deadlock — unlock the callee, not the caller#884drsnuggles8 wants to merge 7 commits into
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Issue #863's stack is the same self-deadlock aa37548 fixed for issue #439 — ReloadData held the non-recursive m_RegistryMutex across SerializeAssetRegistry, which took it again, and the game thread parked in ParkingLot::Wait forever. Both were found live an hour apart on 2026-08-21 through different triggers (a lightmap re-bake, and filewatch hot-reload during a cold-cache scene load), and #863 was filed from a build that predated the fix. Nothing about it is timing- dependent: it fires every time ReloadData reaches that block for a tracked, loaded asset. aa37548 fixed the CALLER. The hazard lived in the callee: SerializeAssetRegistry was a public method taking a non-recursive lock, so every present and future caller had to know not to be holding it — enforced by a comment. That is why the same line could be rediscovered the same day. Under the lock it did exactly one thing: call AssetRegistry::Serialize, which already takes the registry's own FSharedMutex in shared mode around the whole write. The outer lock protected nothing the inner one didn't and bought only a way to deadlock, so it goes. m_RegistryMutex stays for the compound read-modify- write sequences that actually need it (SetAssetStatus, the SyncWithAssetThread status updates, ReloadData's LastWriteTime refresh). The one visible consequence: SerializeAssetRegistry no longer excludes a concurrent SetAssetStatus, so the .oar can be written between that function's GetMetadata and UpdateMetadata. The snapshot stays complete and consistent — it may record one entry's pre-update status, which is equally true of a write a microsecond earlier. Also splits the one place in this file that nested two mutexes: SyncWithAssetThread held m_AssetsMutex across its integration loop and took m_RegistryMutex inside it per ready asset. No reverse path exists, so it was not an ABBA — it was one edit away from being one. Sequential scopes (the shape the raw-asset branch above already used) buy a greppable invariant instead: EditorAssetManager acquires its three mutexes one at a time and never nests them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Issue #863's framing was that the deadlock is "invisible to every headless test". It was — but not because the path is untestable. Nothing headless had ever called EditorAssetManager::ReloadData at all, which is how the same line could be found live twice in one day (#439, #863). Reaching the deadlocking tail needs an asset that is both TRACKED (in the registry) and successfully LOADED; miss either and ReloadData returns early, before the line under test, and a test written without noticing that asserts nothing while looking green. The probe asset is authored by the test so both hold by construction and so the reload's effect is observable. Asserts two things a careless fix breaks in opposite directions: 1. ReloadData RETURNS — it does not park the caller. 2. Hot-reload still HAPPENS — the probe is rewritten from ClassName BeforeReload to AfterReload and the cached asset must carry the new value. Silently dropping filewatch events also satisfies (1). Proven to be a real guard by A/B, not by reasoning: with the pre-aa37548c7 shape restored, it fails after 30023 ms with its own diagnostic; with the current code it passes in 38 ms. A ScriptFile is used because ScriptFileSerializer is CPU-only (YAML text -> ScriptFileAsset, no GPU resources), so this is a normal CI citizen rather than another workstation-only SKIP. ReloadData runs on a detached worker with a bounded wait purely so a regression fails this case instead of hanging the whole suite — the regression is a permanent park, so any generous bound separates pass from fail with no timing sensitivity. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
… lock The archetype behind issues #439 and #863: a public method that locks a non-recursive mutex internally, called from a scope that already holds it. Both were found live, an hour apart, on the same line. The first fix moved a caller out of the lock, which is why the second one existed. Covers the shape, why fixing the caller did not hold, the test for whether an outer lock around a self-synchronised member is redundant, the un-nesting that turns 'the current lock order is consistent' into 'there is no lock order', the 0-CPU-vs-slow-cook diagnosis table, and why nothing headless had ever called the function. Linked from CLAUDE.md and the failure-mode index (Ordering and lifetime). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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ChangesAsset hot-reload synchronization
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Inline comments:
In `@OloEngine/src/OloEngine/Asset/AssetManager/EditorAssetManager.cpp`:
- Around line 909-920: Guard the registry update in the integratedHandles loop
so it changes metadata.Status to Loaded only when the metadata is still in the
expected asynchronous-loading state; preserve Failed or other statuses produced
by a concurrent ReloadData. Add an interleaving regression test covering a
reload failure between releasing m_AssetsMutex and this update.
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CLAUDE.mdOloEngine/src/OloEngine/Asset/AssetManager/EditorAssetManager.cppOloEngine/src/OloEngine/Asset/AssetManager/EditorAssetManager.hOloEngine/tests/CMakeLists.txtOloEngine/tests/Functional/Asset/AssetHotReloadDoesNotDeadlockTest.cppdocs/agent-rules/README.mddocs/agent-rules/non-recursive-lock-self-locking-helper.md
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|
SerializeAssetRegistry / ReloadData shape |
AssetHotReloadDoesNotDeadlockTest |
|---|---|
pre-aa37548c7 (lock held across the call) |
FAILED after 30 023 ms — parked, with the test's own diagnostic |
| this PR | OK (38 ms) |
Live editor, this branch, cold Assets/cache/mesh deleted before launch:
VirtualGeometryTest.olo opened over olo_scene_open three times, alternating with
PBRModelTest.olo to force real cooks (first cook 22 s, warm 4.7 s). MCP round-trips stayed at
3–26 ms throughout, CPU climbed normally, and filewatch kept processing and logging events to the
end — no silence, no 0-CPU wedge.
One observation, not a claim
While hunting for a live FileWatchAction::Reload, every filewatch event in that session resolved
to Ignore with loaded=false — including the assets/cache/embedded/*.png writes from #791/#837,
which are tracked=true and do fire an event per cache write. That is the #863 trigger mechanism
visible in the log: on a build where those textures were also in m_LoadedAssets, each cache write
routes to ReloadDataAsync → ReloadData → the deadlocking line.
I could not get anything into m_LoadedAssets in the running editor across four scenes
(VirtualGeometryTest, PBRModelTest, MaterialSpheres, LuaScriptTest) — no Loaded asset: line
was ever emitted, so EditorAssetManager::LoadAssetFromFile never ran. If that is the current
steady state rather than something about my session, the hot-reload Reload branch is presently
unreachable for scene-referenced assets, which would be a separate latent issue worth its own
ticket. I am deliberately not asserting that from one session's logs, and it is orthogonal to this
PR — but it is the reason the live half of the verification is "the editor stayed alive through the
trigger conditions" rather than "I watched a hot-reload succeed", and it is precisely the gap the
new headless test closes.
|
Retracting the "hot-reload may be unreachable" observation — and closing the live-verification gapI chased the observation from my self-review that nothing ever landed in What was actually going on
Nothing ever called One So there is no second bug. Disregard that paragraph in my self-review and in the #863 comment. The payoff: the live verification I had listed as "deliberately not tested"With the helmet genuinely in That is Repeated six times, since one pass proves nothing about a wedge:
That last row is the one that matters beyond liveness: the reloads did not silently drop the asset What I'd change about the PR bodyNothing in the code. The "Deliberately not tested" section's second half is now obsolete — the live |
…e one While verifying #863 I concluded from an absence in the log that filewatch's FileWatchAction::Reload branch was unreachable for scene-referenced assets, and nearly filed it. It was not: VirtualMeshComponent mesh sources are resolved only by the submission loop in Scene.cpp, which runs only on the Deferred path, so with the editor on Forward nothing ever asked for the asset, nothing entered m_LoadedAssets, and every event correctly reported loaded=false. olo_virtual_geometry_stats states this in its own note field on Forward. Records the trap in the filewatch section, and adds the live-verification recipe to the postmortem — including the step that matters most, checking that the reload REPUBLISHED the asset rather than only failing to hang. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
…ad of parking Documenting the rule was not enough. It fired twice in one day (#439, #863), and the reason is that the rule is invisible at the call site: whether SerializeAssetRegistry() is safe to call depends on a lock taken several frames up the stack, and getting it wrong produces no assert, no log line, no CPU and no crash record -- a wedged process indistinguishable from a slow one. Both occurrences cost a live cdb session to find something the process could have said itself. FSharedMutex now checks, before every blocking acquisition, whether this thread already holds the lock, and reports it. Measured on the #863 bug reintroduced: the guard test used to fail after 30,023 ms with a timeout that named nothing; it now fails in 0.3 s with the offending lock, both modes, the archetype and the doc reference printed. State lives in a thread-local table keyed by mutex address, NOT in the mutex: sizeof(FSharedMutex) is still four bytes in every configuration, so there is no layout change to go stale in an incremental build and nothing for a concurrent branch to rebase onto. Gated on NDEBUG rather than OLO_DEBUG, and reports through an out-of-line function rather than OLO_CORE_ASSERT. Both are deliberate: OLO_DEBUG is PRIVATE to the OloEngine target and is absent when these headers compile into OloEditor or OloEngine-Tests (verified in the generated ninja files -- those TUs get neither OLO_DEBUG nor NDEBUG). Gating an inline function's body on a macro that differs per translation unit is an ODR violation, and the arbitrary winner could be the one with the detector compiled out -- silently, in exactly the build relying on it. NDEBUG is applied per-config by CMake to every target uniformly. Scoped to FSharedMutex. FMutex is deliberately left alone: it sits in the task scheduler's hot path and inside the locking primitives themselves, where both the cost and the re-entrancy question are different. Full suite with the detector live: 6412 tests, 6389 passed, zero self-deadlock reports -- so this is not noisy, and every remaining FSharedMutex use in the engine is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
…est it caught LockDebugTest drives the bookkeeping directly rather than through a real FSharedMutex, deliberately: exercising the real thing means taking a lock twice, which reports and breaks in Debug and genuinely hangs otherwise. Asserting on the predicate keeps this a fast, non-death test that runs in every configuration. One case does verify the wiring end-to-end through TUniqueLock / TSharedLock, and SKIPs rather than asserting when the detector is compiled out. SharedMutexTest.MultipleReaders is the detector's first real find. It took three shared locks on ONE thread to model 'multiple readers'. That is recursive locking, which FSharedMutex explicitly does not support, and it is a latent deadlock rather than a stylistic quibble: LockShared blocks once a writer is queued, because waiting writers get priority over new readers. It passed only because no writer ever contended in that test, and it never tested the property it was named for. It now uses three real threads that must all hold the shared lock simultaneously, with a one-sided liveness bound so a regression fails the case instead of hanging the suite. That was the ONLY hit across 6412 tests. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
… rule The document's own thesis is that discipline failed here — the same line was rediscovered the same day. Leaving it as advice would have repeated that. Records the runtime check, its measured effect (30,023 ms of silence -> 0.3 s with a diagnosis), the ODR reasoning behind the NDEBUG gate, and the general fact that falls out of it: OLO_CORE_ASSERT inside header/inline engine code is a no-op wherever that header lands outside the engine library. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>



What #863 actually was
The issue's own diagnosis was explicitly a guess — "presumably against a lock the in-flight load
path already holds on the same thread's call chain, or an ABBA with the loader". It is the first
of those, and it is not timing-dependent at all.
Pre-
aa37548c7,EditorAssetManager::ReloadDatalooked like this:m_RegistryMutexis a non-recursiveFSharedMutex, so the calling thread parks inParkingLot::Waitand never returns. That is the reported stack, frame for frame, and it firesevery time
ReloadDatareaches that block for a tracked, loaded asset — i.e. on anyhot-reload at all. The cold mesh cache is only what made filewatch fire; nothing about the
deadlock itself is probabilistic.
#863 was therefore already fixed on
master. The timeline (all 2026-08-21 UTC):aa37548c7authored in the #439 worktree — same line, found via a lightmap re-bakeaa37548c7reachesmasterin PR #861Two sessions hit the same line an hour apart through different triggers; one fixed it, the other
filed it, and nothing connected them. Confirmed empirically rather than by reading: with the
pre-
aa37548c7shape restored locally, the new regression test below parks for its full 30 sbudget; with
master's code it passes in 38 ms. That A/B also settles hypothesis (b) — there isno ABBA here, it is one thread taking one mutex twice.
What this PR changes
Verifying "already fixed" is worth little on its own — the bug was found twice in one day, and
the reason it could come back is that
aa37548c7fixed a caller while the hazard lived in thecallee.
SerializeAssetRegistry()was a public method taking a non-recursive lock, so everypresent and future caller had to know not to be holding it, enforced by a comment.
SerializeAssetRegistryno longer locks at all. It did exactly one thing underm_RegistryMutex— callAssetRegistry::Serialize, which already takes the registry's ownFSharedMutexin shared mode around the whole write. The outer lock protected nothing theinner one didn't and bought only a way to deadlock. Removing it makes re-entrant calls harmless
from every call site, present and future, with no discipline to remember.
m_RegistryMutexis still load-bearing for compound read-modify-write sequences onm_AssetRegistry(SetAssetStatus, the status updates inSyncWithAssetThread,ReloadData'sLastWriteTimerefresh), where two individually-atomic registry calls must be atomic together.A single self-synchronised call needs none of it.
SyncWithAssetThreadno longer nests two mutexes. It heldm_AssetsMutexexclusively acrossits integration loop and took
m_RegistryMutexinside it, once per ready asset. There is nom_RegistryMutex → m_AssetsMutexpath anywhere, so it was not an ABBA — it was one edit awayfrom being one. Split into sequential scopes (the shape the raw-asset branch immediately above
already used), which buys a stronger and greppable invariant:
EditorAssetManageracquiresits three mutexes one at a time and never nests them, so there is no lock order to get wrong.
The headless coverage that was missing —
OloEngine/tests/Functional/Asset/AssetHotReloadDoesNotDeadlockTest.cpp. Both reports werelive-editor findings and Asset: EditorAssetManager::ReloadData deadlocks the main thread when filewatch hot-reload fires during an in-progress scene load #863's framing was that this is "invisible to every headless test". It
was, but not because the path is untestable: nothing headless had ever called
ReloadData.Reaching the deadlocking tail needs an asset that is both tracked and loaded — miss
either and
ReloadDatareturns early, before the line under test, and a test written withoutnoticing asserts nothing while looking green.
A postmortem —
docs/agent-rules/non-recursive-lock-self-locking-helper.md, linked fromboth indexes. The archetype (a helper that locks internally, called under the same non-recursive
lock), why fixing the caller didn't hold, the "is this outer lock redundant?" test, and the
0-CPU-vs-slow-cook diagnosis table.
A runtime detector, because documenting the rule demonstrably was not enough.
FSharedMutexnow checks, before every blocking acquisition, whether the calling thread alreadyholds that lock, and reports it instead of parking:
Measured against the Asset: EditorAssetManager::ReloadData deadlocks the main thread when filewatch hot-reload fires during an in-progress scene load #863 bug deliberately reintroduced: the regression test above used to fail
after 30,023 ms with a timeout naming nothing; with the detector it fails in 0.3 s with
the lock, both modes and the cause printed.
Verification
aa37548c7shape restored →AssetHotReloadDoesNotDeadlockTestfails after exactly 30 023 ms with its own diagnostic;restored to this PR's code → passes in 38 ms. Both directions were built and run, not reasoned
about.
authored by the test with
ClassName: BeforeReload, rewritten toAfterReload, and the caseasserts the cached asset carries the new value afterwards. A "fix" that silently drops filewatch
events — the classic careless fix here — passes the liveness assertion and fails this one.
master+ this PR: coldAssets/cache/mesh,VirtualGeometryTest.oloopened over
olo_scene_open; the editor stayed responsive (MCP round-trips in 9–26 ms) with CPUclimbing normally, and filewatch events were processed and logged throughout the load rather than
going silent.
6412 tests, 6389 passed, zero self-deadlock reports — except one.
SharedMutexTest.MultipleReadersmodelled "multiple readers" as three shared locks on one thread. That is recursive locking,
which
FSharedMutexexplicitly does not support, and it is a latent deadlock rather than aquibble:
LockSharedblocks once a writer is queued. It passed only because no writer evercontended, and it never tested the property it was named for. Now rewritten to use three real
threads. It was the only hit across the whole suite.
OloEngine-Testssuite — see the run summary in the self-review comment.Note for the four sibling branches — read this bit
This does now touch
Threading/, which the handover asked me to flag loudly. Two things makethe rebase cost approximately zero:
sizeof(FSharedMutex)is unchanged — still four bytes, in every configuration. Theheld-lock table is
thread_local, keyed by mutex address; the mutex itself gains no member. Sothere is no layout change to go stale in an incremental build.
Lock/LockShared/Unlock/UnlockShared/TryLock/TryLockSharedkeep their signatures and semantics; the additions are compiled out entirelyunder
NDEBUG.The one thing to know: the detector is gated on
NDEBUG, notOLO_DEBUG, and reports throughan out-of-line function rather than
OLO_CORE_ASSERT.OLO_DEBUGis PRIVATE to theOloEnginetarget, so it is absent when these headers compile into
OloEditororOloEngine-Tests(verifiedin the generated ninja files: those TUs get neither
OLO_DEBUGnorNDEBUG). Gating an inlinefunction's body on a per-target macro is an ODR violation whose arbitrary winner could be the copy
with the detector compiled out. The general corollary, which is worth knowing independently of this
PR:
OLO_CORE_ASSERTinside header/inline engine code is a no-op wherever that header landsoutside the engine library —
FSharedMutex::Unlockalready had one.Closes #863
Review guide
Where I'd look hardest
Threading/LockDebug.h+ theFSharedMutexhooks — the widest-blast-radius change here byfar, and the one I would review first. Specifically: is the
NDEBUGgate genuinely uniformacross every target in every configuration (I verified Debug from the generated ninja files and
reasoned about Release/Dist from CMake's defaults), and is flagging shared→shared too
aggressive for anything outside the suite?
EditorAssetManager.cpp—SerializeAssetRegistrydroppingm_RegistryMutex. The claim isthat the outer lock was redundant because
AssetRegistryis self-synchronised. The one visiblebehaviour change:
SerializeAssetRegistryno longer excludes a concurrentSetAssetStatus, sothe
.oarcan now be written between that function'sGetMetadataandUpdateMetadata. Thesnapshot is still complete and consistent (
AssetRegistry::Serializeholds the registry's ownshared lock across the whole write) — it may just record the pre-update status of one entry,
which is equally true of a write one microsecond earlier. I believe that is a non-change; it is
the part I'd want a second reader on.
EditorAssetManager.cpp— theSyncWithAssetThreadsplit. The status loop now runs overintegratedHandles, deliberately not overloadedEvents, becauseloadedEventsmay alreadycarry entries from the raw-asset branch above whose status this function has set already.
AssetHotReloadDoesNotDeadlockTest.cpp— the detached worker. It is detached because a parkedthread holding the registry lock can never be joined, and everything it touches is captured by
value through shared state so it cannot dangle on the failure path.
What I verified, and how — the A/B above (built and ran both shapes), the two-directional
assertions in
AssetHotReloadDoesNotDeadlockTest, a live cold-cache scene open over MCP, and thefull suite.
Least confident about — two things. (1) Whether flagging shared→shared re-entrancy is the
right call. It is a genuine latent deadlock and the primitive's own header forbids it, and it cost
nothing across 6412 tests, but it is the rule most likely to fire on code that has "always worked".
Narrowing the detector to the exclusive-involving combinations would be a one-line change if that
turns out to be wrong. (2) Whether
SerializeAssetRegistrylosing exclusion againstSetAssetStatusmatters to anyone. I argued above that it doesn't; the alternative would be tokeep the lock and add a private unlocked core, which is more machinery for a property I don't
think is load-bearing.
Deliberately not tested — I did not reproduce the original wedge in the live editor, because
the fix for it is already on
masterand reproducing it would mean shipping a build with the bugreintroduced. The A/B in the test binary covers the same ground with a deterministic result. I also
could not arrange a live filewatch
Reloaddecision on demand: every asset I touched in a runningeditor came back
loaded=false, so the watcher choseIgnore. That gap is exactly what the newheadless test now covers, and it is why
ReloadDatahad no coverage in the first place.