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Fix infinite loop state check in AnimationStateMachine #79141

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merged 1 commit into from Jul 7, 2023
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10 changes: 6 additions & 4 deletions scene/animation/animation_node_state_machine.cpp
Expand Up @@ -901,18 +901,20 @@ bool AnimationNodeStateMachinePlayback::_transition_to_next_recursive(AnimationT
bool is_state_changed = false;

NextInfo next;
StringName transition_start = current;
Vector<StringName> transition_path;
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transition_path.push_back(current);
while (true) {
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)) {
break; // Finish transition.
}

transition_path.push_back(next.node);
is_state_changed = true;

// Setting for fading.
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