refactor(app): own native window callback lifetime
Publish the fixed Silk callback binding before acquisition, quiesce admitted callbacks before teardown, and retain failed physical detach ownership for retry. Preserve the frozen callback order while covering partial event accessors, concurrency, reentrancy, and shutdown completion. Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
parent
476c2e6de1
commit
18d4b999de
7 changed files with 1416 additions and 50 deletions
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@ -22,7 +22,9 @@ public sealed class GameWindow : IDisposable
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private readonly WorldGameState _worldGameState;
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private readonly WorldEvents _worldEvents;
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private readonly AcDream.Core.Selection.SelectionState _selection;
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private readonly HostQuiescenceGate _hostQuiescence = new();
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private IWindow? _window;
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private SilkWindowCallbackBinding? _windowCallbacks;
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private GL? _gl;
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private IInputContext? _input;
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private TerrainModernRenderer? _terrain;
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@ -667,23 +669,20 @@ public sealed class GameWindow : IDisposable
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_window = Window.Create(options);
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_displayFramePacing.BindSurface(
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new SilkDisplayFramePacingSurface(_window));
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_window.Load += OnLoad;
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_window.Update += OnUpdate;
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_window.Render += OnRender;
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// Registered after OnRender so software pacing waits after all frame
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// work and before Silk.NET performs its automatic buffer swap.
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_window.Render += _displayFramePacing.OnFrameRendered;
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_window.Closing += OnClosing;
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_window.FocusChanged += OnFocusChanged;
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_window.Move += _displayFramePacing.OnWindowMoved;
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_window.StateChanged += _displayFramePacing.OnWindowStateChanged;
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// L.0 Display tab: keep the GL viewport + camera aspect in sync
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// with the window framebuffer. Without this handler, resizing
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// the window (or applying a Display-tab Resolution change at
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// startup) leaves the viewport pinned to the original size —
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// user sees a small render in the corner of a big window.
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_window.FramebufferResize += OnFramebufferResize;
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// The fixed binding preserves main Render before post-render pacing,
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// owns rollback/reverse-detach, and gates every native entry point.
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_windowCallbacks = SilkWindowCallbackBinding.Create(
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_window,
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new WindowCallbackTargets(
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OnLoad,
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OnUpdate,
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OnRender,
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OnClosing,
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OnFocusChanged,
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OnFramebufferResize),
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_displayFramePacing,
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_hostQuiescence);
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_windowCallbacks.Attach();
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_window.Run();
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}
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@ -4375,10 +4374,14 @@ public sealed class GameWindow : IDisposable
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}
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private void OnClosing()
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=> CompleteShutdown();
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{
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_hostQuiescence.StopAccepting();
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CompleteShutdown();
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}
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private void CompleteShutdown()
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{
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_hostQuiescence.StopAccepting();
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_shutdown ??= CreateShutdownTransaction();
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try
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{
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@ -4574,6 +4577,18 @@ public sealed class GameWindow : IDisposable
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]),
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new ResourceShutdownStage("input",
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[
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new("native window callbacks", () =>
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{
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SilkWindowCallbackBinding? binding = _windowCallbacks;
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if (binding is null)
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return;
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binding.Dispose();
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if (!binding.IsDisposalComplete)
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throw new NativeWindowCallbackCleanupDeferredException();
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if (ReferenceEquals(_windowCallbacks, binding))
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_windowCallbacks = null;
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}),
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new("combat input subscription", ()
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=> Combat.CombatModeChanged -= SetInputCombatScope),
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new("input context", () =>
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55
src/AcDream.App/Rendering/HostQuiescenceGate.cs
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55
src/AcDream.App/Rendering/HostQuiescenceGate.cs
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@ -0,0 +1,55 @@
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Single logical admission gate for callbacks entering the application host.
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/// Physical event removal remains important for ownership, but closing this
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/// gate first makes a still-attached native callback inert while teardown
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/// converges.
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/// </summary>
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internal sealed class HostQuiescenceGate
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{
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private readonly object _sync = new();
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private bool _accepting = true;
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public bool IsAccepting
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{
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get
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{
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lock (_sync)
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return _accepting;
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}
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}
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internal bool IsEnteredByCurrentThread => Monitor.IsEntered(_sync);
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/// <summary>
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/// Closes admission after any callback already executing on another
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/// thread has returned. Monitor reentrancy lets the native Closing
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/// callback close its own gate without waiting on itself.
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/// </summary>
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public void StopAccepting()
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{
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lock (_sync)
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_accepting = false;
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}
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public void Invoke(Action callback)
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{
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ArgumentNullException.ThrowIfNull(callback);
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lock (_sync)
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{
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if (_accepting)
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callback();
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}
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}
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public void Invoke<T>(Action<T> callback, T value)
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{
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ArgumentNullException.ThrowIfNull(callback);
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lock (_sync)
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{
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if (_accepting)
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callback(value);
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}
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}
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}
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413
src/AcDream.App/Rendering/SilkWindowCallbackBinding.cs
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413
src/AcDream.App/Rendering/SilkWindowCallbackBinding.cs
Normal file
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@ -0,0 +1,413 @@
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using Silk.NET.Maths;
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using Silk.NET.Windowing;
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namespace AcDream.App.Rendering;
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internal sealed class NativeWindowCallbackCleanupDeferredException()
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: InvalidOperationException(
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"Native window callback cleanup was requested reentrantly and remains pending.");
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/// <summary>Fixed application callbacks accepted from the native window.</summary>
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internal sealed class WindowCallbackTargets
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{
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public WindowCallbackTargets(
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Action load,
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Action<double> update,
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Action<double> render,
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Action closing,
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Action<bool> focusChanged,
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Action<Vector2D<int>> framebufferResize)
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{
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Load = load ?? throw new ArgumentNullException(nameof(load));
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Update = update ?? throw new ArgumentNullException(nameof(update));
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Render = render ?? throw new ArgumentNullException(nameof(render));
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Closing = closing ?? throw new ArgumentNullException(nameof(closing));
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FocusChanged = focusChanged ?? throw new ArgumentNullException(nameof(focusChanged));
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FramebufferResize = framebufferResize
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?? throw new ArgumentNullException(nameof(framebufferResize));
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}
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public Action Load { get; }
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public Action<double> Update { get; }
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public Action<double> Render { get; }
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public Action Closing { get; }
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public Action<bool> FocusChanged { get; }
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public Action<Vector2D<int>> FramebufferResize { get; }
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}
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/// <summary>
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/// Narrow event surface used to test native callback acquisition without
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/// implementing Silk's complete <see cref="IWindow"/> contract.
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/// </summary>
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internal interface IWindowCallbackSurface
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{
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void AddLoad(Action callback);
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void RemoveLoad(Action callback);
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void AddUpdate(Action<double> callback);
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void RemoveUpdate(Action<double> callback);
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void AddRender(Action<double> callback);
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void RemoveRender(Action<double> callback);
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void AddClosing(Action callback);
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void RemoveClosing(Action callback);
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void AddFocusChanged(Action<bool> callback);
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void RemoveFocusChanged(Action<bool> callback);
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void AddMove(Action<Vector2D<int>> callback);
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void RemoveMove(Action<Vector2D<int>> callback);
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void AddStateChanged(Action<WindowState> callback);
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void RemoveStateChanged(Action<WindowState> callback);
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void AddFramebufferResize(Action<Vector2D<int>> callback);
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void RemoveFramebufferResize(Action<Vector2D<int>> callback);
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}
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/// <summary>Production adapter over Silk's native event surface.</summary>
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internal sealed class SilkWindowCallbackSurface(IWindow window) : IWindowCallbackSurface
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{
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private readonly IWindow _window = window ?? throw new ArgumentNullException(nameof(window));
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public void AddLoad(Action callback) => _window.Load += callback;
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public void RemoveLoad(Action callback) => _window.Load -= callback;
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public void AddUpdate(Action<double> callback) => _window.Update += callback;
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public void RemoveUpdate(Action<double> callback) => _window.Update -= callback;
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public void AddRender(Action<double> callback) => _window.Render += callback;
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public void RemoveRender(Action<double> callback) => _window.Render -= callback;
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public void AddClosing(Action callback) => _window.Closing += callback;
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public void RemoveClosing(Action callback) => _window.Closing -= callback;
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public void AddFocusChanged(Action<bool> callback) => _window.FocusChanged += callback;
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public void RemoveFocusChanged(Action<bool> callback) => _window.FocusChanged -= callback;
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public void AddMove(Action<Vector2D<int>> callback) => _window.Move += callback;
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public void RemoveMove(Action<Vector2D<int>> callback) => _window.Move -= callback;
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public void AddStateChanged(Action<WindowState> callback) => _window.StateChanged += callback;
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public void RemoveStateChanged(Action<WindowState> callback) => _window.StateChanged -= callback;
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public void AddFramebufferResize(Action<Vector2D<int>> callback) =>
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_window.FramebufferResize += callback;
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public void RemoveFramebufferResize(Action<Vector2D<int>> callback) =>
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_window.FramebufferResize -= callback;
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}
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/// <summary>
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/// Owns the exact GameWindow-to-Silk callback edge. Registration is
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/// transactional, physical removal is retriable, and the shared logical gate
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/// is closed before any detach can re-enter a retiring owner.
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/// </summary>
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internal sealed class SilkWindowCallbackBinding : IDisposable
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{
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private enum LifecycleState
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{
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Created,
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Attaching,
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Attached,
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AttachFailed,
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Detaching,
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DetachPending,
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Detached,
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}
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private const int LoadIndex = 0;
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private const int UpdateIndex = 1;
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private const int MainRenderIndex = 2;
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private const int PacingRenderIndex = 3;
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private const int ClosingIndex = 4;
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private const int FocusChangedIndex = 5;
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private const int MoveIndex = 6;
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private const int StateChangedIndex = 7;
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private const int FramebufferResizeIndex = 8;
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private const int AttachmentCount = 9;
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private readonly IWindowCallbackSurface _surface;
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private readonly HostQuiescenceGate _quiescence;
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private readonly Action _load;
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private readonly Action<double> _update;
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private readonly Action<double> _mainRender;
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private readonly Action<double> _pacingRender;
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private readonly Action _closing;
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private readonly Action<bool> _focusChanged;
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private readonly Action<Vector2D<int>> _moved;
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private readonly Action<WindowState> _stateChanged;
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private readonly Action<Vector2D<int>> _framebufferResize;
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private readonly ResourceShutdownTransaction _detach;
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private readonly bool[] _attached = new bool[AttachmentCount];
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private readonly object _lifecycleSync = new();
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private int _attachedCount;
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private int _detachRequested;
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private int _lifecycleOwnerThreadId;
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private LifecycleState _lifecycleState = LifecycleState.Created;
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private SilkWindowCallbackBinding(
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IWindowCallbackSurface surface,
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WindowCallbackTargets targets,
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DisplayFramePacingController pacing,
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HostQuiescenceGate quiescence)
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{
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_surface = surface ?? throw new ArgumentNullException(nameof(surface));
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ArgumentNullException.ThrowIfNull(targets);
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ArgumentNullException.ThrowIfNull(pacing);
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_quiescence = quiescence ?? throw new ArgumentNullException(nameof(quiescence));
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_load = () => _quiescence.Invoke(targets.Load);
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_update = value => _quiescence.Invoke(targets.Update, value);
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_mainRender = value => _quiescence.Invoke(targets.Render, value);
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_pacingRender = value => _quiescence.Invoke(pacing.OnFrameRendered, value);
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_closing = () => _quiescence.Invoke(targets.Closing);
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_focusChanged = value => _quiescence.Invoke(targets.FocusChanged, value);
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_moved = value => _quiescence.Invoke(pacing.OnWindowMoved, value);
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_stateChanged = value => _quiescence.Invoke(pacing.OnWindowStateChanged, value);
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_framebufferResize = value => _quiescence.Invoke(targets.FramebufferResize, value);
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_detach = new ResourceShutdownTransaction(
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new ResourceShutdownStage("native window callbacks",
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[
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new("framebuffer resize", () => Remove(FramebufferResizeIndex)),
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new("window state", () => Remove(StateChangedIndex)),
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new("window move", () => Remove(MoveIndex)),
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new("focus changed", () => Remove(FocusChangedIndex)),
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new("closing", () => Remove(ClosingIndex)),
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new("pacing render", () => Remove(PacingRenderIndex)),
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new("main render", () => Remove(MainRenderIndex)),
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new("update", () => Remove(UpdateIndex)),
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new("load", () => Remove(LoadIndex)),
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]));
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}
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public bool IsDetached
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{
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get
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{
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lock (_lifecycleSync)
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return _attached.All(static attached => !attached);
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}
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}
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public bool IsDisposalComplete
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{
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get
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{
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lock (_lifecycleSync)
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return _lifecycleState == LifecycleState.Detached;
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}
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}
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public static SilkWindowCallbackBinding Create(
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IWindow window,
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WindowCallbackTargets targets,
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DisplayFramePacingController pacing,
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HostQuiescenceGate quiescence) =>
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Create(new SilkWindowCallbackSurface(window), targets, pacing, quiescence);
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internal static SilkWindowCallbackBinding Create(
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IWindowCallbackSurface surface,
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WindowCallbackTargets targets,
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DisplayFramePacingController pacing,
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HostQuiescenceGate quiescence) =>
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new(surface, targets, pacing, quiescence);
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public void Attach()
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{
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int threadId = Environment.CurrentManagedThreadId;
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lock (_lifecycleSync)
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{
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if (_lifecycleState != LifecycleState.Created)
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{
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throw _lifecycleState == LifecycleState.Detached
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? new ObjectDisposedException(nameof(SilkWindowCallbackBinding))
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: new InvalidOperationException(
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"Native window callback attachment has already started.");
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}
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if (Volatile.Read(ref _detachRequested) != 0 || _detach.IsComplete)
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throw new ObjectDisposedException(nameof(SilkWindowCallbackBinding));
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_lifecycleState = LifecycleState.Attaching;
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_lifecycleOwnerThreadId = threadId;
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}
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try
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{
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Attach(LoadIndex);
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Attach(UpdateIndex);
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Attach(MainRenderIndex);
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Attach(PacingRenderIndex);
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Attach(ClosingIndex);
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Attach(FocusChangedIndex);
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Attach(MoveIndex);
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Attach(StateChangedIndex);
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Attach(FramebufferResizeIndex);
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lock (_lifecycleSync)
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{
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if (Volatile.Read(ref _detachRequested) != 0)
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{
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throw new ObjectDisposedException(
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nameof(SilkWindowCallbackBinding),
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"Shutdown was requested while native callbacks were attaching.");
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}
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_lifecycleState = LifecycleState.Attached;
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_lifecycleOwnerThreadId = 0;
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System.Threading.Monitor.PulseAll(_lifecycleSync);
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}
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}
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catch (Exception attachError)
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{
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Interlocked.Exchange(ref _detachRequested, 1);
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_quiescence.StopAccepting();
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List<Exception>? rollbackErrors = null;
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for (int index = _attachedCount - 1; index >= 0; index--)
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{
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try
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{
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Remove(index);
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}
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catch (Exception rollbackError)
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{
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(rollbackErrors ??= []).Add(new InvalidOperationException(
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$"Failed to roll back native window callback index {index}.",
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rollbackError));
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}
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}
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lock (_lifecycleSync)
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{
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_lifecycleState = LifecycleState.AttachFailed;
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_lifecycleOwnerThreadId = 0;
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System.Threading.Monitor.PulseAll(_lifecycleSync);
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}
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if (rollbackErrors is not null)
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{
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rollbackErrors.Insert(0, new InvalidOperationException(
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"Native window callback registration failed.", attachError));
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throw new AggregateException(
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"Native window callback registration and rollback both failed.",
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rollbackErrors);
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}
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throw new InvalidOperationException(
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"Native window callback registration failed and was rolled back.",
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attachError);
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}
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}
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private void Attach(int index)
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{
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// A custom event add accessor is allowed to perform its side effect
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// before throwing. Treat the edge as possibly acquired until a
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// matching remove succeeds; removing an unattached delegate is safe.
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lock (_lifecycleSync)
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{
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_attached[index] = true;
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_attachedCount = Math.Max(_attachedCount, index + 1);
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}
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switch (index)
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{
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case LoadIndex: _surface.AddLoad(_load); break;
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case UpdateIndex: _surface.AddUpdate(_update); break;
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case MainRenderIndex: _surface.AddRender(_mainRender); break;
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case PacingRenderIndex: _surface.AddRender(_pacingRender); break;
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case ClosingIndex: _surface.AddClosing(_closing); break;
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case FocusChangedIndex: _surface.AddFocusChanged(_focusChanged); break;
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case MoveIndex: _surface.AddMove(_moved); break;
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case StateChangedIndex: _surface.AddStateChanged(_stateChanged); break;
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case FramebufferResizeIndex:
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_surface.AddFramebufferResize(_framebufferResize);
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break;
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default: throw new ArgumentOutOfRangeException(nameof(index));
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}
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if (Volatile.Read(ref _detachRequested) != 0)
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{
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throw new ObjectDisposedException(
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nameof(SilkWindowCallbackBinding),
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"Shutdown was requested while native callbacks were attaching.");
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}
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}
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private void Remove(int index)
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{
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lock (_lifecycleSync)
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{
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if (index >= _attachedCount || !_attached[index])
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return;
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}
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switch (index)
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{
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case LoadIndex: _surface.RemoveLoad(_load); break;
|
||||
case UpdateIndex: _surface.RemoveUpdate(_update); break;
|
||||
case MainRenderIndex: _surface.RemoveRender(_mainRender); break;
|
||||
case PacingRenderIndex: _surface.RemoveRender(_pacingRender); break;
|
||||
case ClosingIndex: _surface.RemoveClosing(_closing); break;
|
||||
case FocusChangedIndex: _surface.RemoveFocusChanged(_focusChanged); break;
|
||||
case MoveIndex: _surface.RemoveMove(_moved); break;
|
||||
case StateChangedIndex: _surface.RemoveStateChanged(_stateChanged); break;
|
||||
case FramebufferResizeIndex:
|
||||
_surface.RemoveFramebufferResize(_framebufferResize);
|
||||
break;
|
||||
default: throw new ArgumentOutOfRangeException(nameof(index));
|
||||
}
|
||||
|
||||
lock (_lifecycleSync)
|
||||
_attached[index] = false;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Interlocked.Exchange(ref _detachRequested, 1);
|
||||
// Gate order is deliberate: never hold the physical-detach monitor
|
||||
// while waiting for an in-flight native callback to finish. Closing
|
||||
// itself holds the gate reentrantly and may enter this method.
|
||||
_quiescence.StopAccepting();
|
||||
int threadId = Environment.CurrentManagedThreadId;
|
||||
bool ownsGate = _quiescence.IsEnteredByCurrentThread;
|
||||
while (true)
|
||||
{
|
||||
lock (_lifecycleSync)
|
||||
{
|
||||
if (_lifecycleState == LifecycleState.Detached)
|
||||
return;
|
||||
if (_lifecycleState == LifecycleState.Attaching)
|
||||
{
|
||||
if (_lifecycleOwnerThreadId == threadId || ownsGate)
|
||||
throw new NativeWindowCallbackCleanupDeferredException();
|
||||
|
||||
System.Threading.Monitor.Wait(_lifecycleSync);
|
||||
continue;
|
||||
}
|
||||
if (_lifecycleState == LifecycleState.Detaching)
|
||||
{
|
||||
if (_lifecycleOwnerThreadId == threadId)
|
||||
return;
|
||||
if (ownsGate)
|
||||
throw new NativeWindowCallbackCleanupDeferredException();
|
||||
|
||||
System.Threading.Monitor.Wait(_lifecycleSync);
|
||||
continue;
|
||||
}
|
||||
|
||||
_lifecycleState = LifecycleState.Detaching;
|
||||
_lifecycleOwnerThreadId = threadId;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
_detach.CompleteOrThrow();
|
||||
lock (_lifecycleSync)
|
||||
{
|
||||
_lifecycleState = LifecycleState.Detached;
|
||||
_lifecycleOwnerThreadId = 0;
|
||||
System.Threading.Monitor.PulseAll(_lifecycleSync);
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
lock (_lifecycleSync)
|
||||
{
|
||||
_lifecycleState = LifecycleState.DetachPending;
|
||||
_lifecycleOwnerThreadId = 0;
|
||||
System.Threading.Monitor.PulseAll(_lifecycleSync);
|
||||
}
|
||||
|
||||
throw;
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue