refactor(app): extract focused window lifetime
Move the exact retryable shutdown manifest, typed root snapshot, terminal reporting, and native-window-last release out of GameWindow. Keep session and GPU convergence as hard barriers while reporting persistent physical callback cleanup without stranding dependent owners. Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
parent
5a55d08106
commit
31e6e192b3
21 changed files with 1297 additions and 572 deletions
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@ -114,7 +114,7 @@ public sealed class GameWindow :
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_glConstructionCleanup = new();
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private readonly AcDream.App.World.WorldEnvironmentController _worldEnvironment =
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new(Console.WriteLine);
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private ResourceShutdownTransaction? _shutdown;
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private readonly GameWindowLifetime _lifetime = new();
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private readonly DisplayFramePacingController _displayFramePacing;
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private readonly RuntimeSettingsController _runtimeSettings;
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@ -640,6 +640,7 @@ public sealed class GameWindow :
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};
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_window = Window.Create(options);
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_lifetime.PublishNativeWindow(_window);
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_displayFramePacing.BindSurface(
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new SilkDisplayFramePacingSurface(_window));
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// The fixed binding preserves main Render before post-render pacing,
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@ -1507,426 +1508,106 @@ public sealed class GameWindow :
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private void OnFramebufferResize(Silk.NET.Maths.Vector2D<int> newSize)
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=> _framebufferResize.Resize(newSize);
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private void OnClosing()
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private void OnClosing() => CompleteShutdown(releaseNativeWindow: false);
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private void CompleteShutdown(bool releaseNativeWindow)
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{
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_hostQuiescence.StopAccepting();
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CompleteShutdown();
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if (!_lifetime.HasShutdownRoots)
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_lifetime.PublishShutdownRoots(CaptureShutdownRoots());
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GameWindowLifetimeReport report = releaseNativeWindow
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? _lifetime.CompleteAndReleaseNativeWindow()
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: _lifetime.TryComplete();
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if (report.Status == GameWindowLifetimeStatus.Complete)
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return;
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Console.Error.WriteLine(
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$"[shutdown] status={report.Status}, blocked={report.BlockedStage ?? "none"}");
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foreach (ResourceShutdownCleanupFailure cleanup in report.CleanupFailures)
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{
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Console.Error.WriteLine(
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$"[shutdown] cleanup '{cleanup.Operation}' in '{cleanup.Stage}': " +
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cleanup.Error);
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}
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if (report.Error is not null)
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Console.Error.WriteLine($"[shutdown] {report.Error}");
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}
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private void CompleteShutdown()
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{
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_hostQuiescence.StopAccepting();
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_shutdown ??= CreateShutdownTransaction();
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try
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{
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_shutdown.CompleteOrThrow();
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}
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catch (Exception error)
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{
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// The session/network stage runs first, so ACE is disconnected
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// gracefully even if a persistent driver failure prevents full GL
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// convergence. Later dependencies remain intact and the native
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// context/process teardown is the final safety net.
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Console.Error.WriteLine($"[shutdown] {error}");
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}
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}
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private ResourceShutdownTransaction CreateShutdownTransaction() => new(
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// Logical cutoff precedes the live session's potentially long graceful
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// close. Physical event removal follows session retirement, so a bad
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// Silk accessor cannot prevent F653/transport teardown. The input
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// context and UI owners remain alive for reset, while copied callbacks
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// are already inert.
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new ResourceShutdownStage("input callback deactivation",
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[
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new("combat command slot", _liveCombatModeCommands.Deactivate),
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new("diagnostic command slot", _runtimeDiagnosticCommands.Deactivate),
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new("retained gameplay", () => _retainedUiGameplayBinding?.Deactivate()),
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new("gameplay actions", () => _gameplayInputActions?.Deactivate()),
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new("camera pointer", () => _cameraPointerInput?.Deactivate()),
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new("dispatcher", () => _inputDispatcher?.Deactivate()),
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new("mouse source", () => _mouseSource?.Deactivate()),
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new("keyboard source", () => _kbSource?.Deactivate()),
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new("retained UI input", _retailUiLease.QuiesceInput),
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new("developer tools input", () => _devToolsComposition?.DeactivateInput()),
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]),
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// Live-session reset retires the complete streaming window. Every
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// reset callback owner, especially LandblockStreamer, must remain live
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// until that transaction converges.
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new ResourceShutdownStage("session lifetime",
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[
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new("live session", () =>
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{
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AcDream.App.Net.LiveSessionController? controller =
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_liveSessionController;
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if (controller is null)
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return;
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controller.Dispose();
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if (!controller.IsDisposalComplete)
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{
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throw new InvalidOperationException(
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"Live-session disposal was deferred by a reentrant lifecycle callback.");
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}
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if (ReferenceEquals(_liveSessionController, controller))
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{
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_liveSessionHost = null;
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_liveSessionController = null;
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}
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}),
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]),
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new ResourceShutdownStage("input callback detach",
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[
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new("settings view model", () => _runtimeSettings.UnbindViewModel()),
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new("retained gameplay", () =>
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{
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AcDream.App.Input.RetainedUiGameplayBinding? binding =
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_retainedUiGameplayBinding;
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if (binding is null) return;
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binding.Dispose();
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if (!binding.IsDisposalComplete)
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throw new InvalidOperationException(
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"Retained gameplay callback removal remains pending.");
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_retainedUiGameplayBinding = null;
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}),
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new("gameplay actions", () =>
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{
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AcDream.App.Input.GameplayInputActionRouter? actions =
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_gameplayInputActions;
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if (actions is null) return;
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actions.Dispose();
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if (!actions.IsDisposalComplete)
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throw new InvalidOperationException(
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"Gameplay action callback removal remains pending.");
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_gameplayInputActions = null;
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}),
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new("retained UI input", _retailUiLease.DeactivateInput),
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new("developer tools input", () => _devToolsComposition?.DetachInput()),
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new("camera pointer", () =>
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{
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AcDream.App.Input.CameraPointerInputController? pointer =
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_cameraPointerInput;
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if (pointer is null) return;
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pointer.Dispose();
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if (!pointer.IsDisposalComplete)
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throw new InvalidOperationException(
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"Camera pointer callback removal remains pending.");
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}),
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new("dispatcher", () =>
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{
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AcDream.UI.Abstractions.Input.InputDispatcher? dispatcher =
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_inputDispatcher;
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if (dispatcher is null) return;
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_movementInput.Unbind(dispatcher);
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_cameraInput.Unbind(dispatcher);
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dispatcher.Dispose();
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if (!dispatcher.IsDisposalComplete)
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throw new InvalidOperationException(
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"Input dispatcher source removal remains pending.");
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_inputDispatcher = null;
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}),
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new("mouse source", () =>
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{
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AcDream.App.Input.SilkMouseSource? source = _mouseSource;
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if (source is null) return;
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source.Dispose();
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if (!source.IsDisposalComplete)
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throw new InvalidOperationException(
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"Mouse source callback removal remains pending.");
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_mouseSource = null;
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}),
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new("keyboard source", () =>
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{
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AcDream.App.Input.SilkKeyboardSource? source = _kbSource;
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if (source is null) return;
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source.Dispose();
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if (!source.IsDisposalComplete)
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throw new InvalidOperationException(
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"Keyboard source callback removal remains pending.");
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_kbSource = null;
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}),
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]),
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// Frame composition borrows equipped, effect, audio, and render
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// owners. Withdraw the graph before the first borrowed owner closes;
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// the later render-frontend stage still disposes the GL owners.
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new ResourceShutdownStage("frame borrowers",
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[
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new("world frame composition", () =>
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{
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IDisposable? publication = _frameGraphPublication;
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if (publication is null)
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return;
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publication.Dispose();
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_frameGraphPublication = null;
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}),
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new("frame-root bindings", () =>
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{
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FrameRootRuntimeBindings? bindings = _frameRootBindings;
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if (bindings is null)
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return;
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bindings.Dispose();
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_frameRootBindings = null;
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_worldLifecycleAutomation = null;
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}),
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new("session/player bindings", () =>
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{
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SessionPlayerRuntimeBindings? bindings = _sessionPlayerBindings;
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if (bindings is null)
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return;
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bindings.Dispose();
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_sessionPlayerBindings = null;
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}),
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]),
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new ResourceShutdownStage("session dependents",
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[
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new("interaction/UI late bindings", () =>
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{
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InteractionUiLateBindings? bindings = _interactionUiLateBindings;
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if (bindings is null)
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return;
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bindings.Dispose();
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_interactionUiLateBindings = null;
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}),
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new("mouse capture", () =>
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{
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AcDream.App.Input.CameraPointerInputController? pointer =
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_cameraPointerInput;
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if (pointer is null) return;
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pointer.ReleaseMouseLookAfterSessionRetirement();
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_cameraPointerInput = null;
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}),
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new("retail UI", () =>
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{
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_retailUiLease.Dispose();
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if (!_retailUiLease.IsDisposalComplete)
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throw new InvalidOperationException(
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"The retained UI ownership lease did not complete disposal.");
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_retailUiRuntime = null;
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_uiHost = null;
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}),
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new("combat target", () =>
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{
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_combatTargetController?.Dispose();
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_combatTargetController = null;
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}),
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new("combat attack", () =>
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{
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_combatAttackController?.Dispose();
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_combatAttackController = null;
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}),
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new("item interaction", () =>
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{
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_itemInteractionController?.Dispose();
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_itemInteractionController = null;
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}),
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new("external containers", () =>
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{
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_externalContainerLifecycle?.Dispose();
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_externalContainerLifecycle = null;
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}),
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new("magic runtime", () =>
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{
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_magicRuntime = null;
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_magicCatalog = null;
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}),
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new("streamer", () => _streamer?.Dispose()),
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new("equipped children", () => _equippedChildRenderer?.Dispose()),
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]),
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// Retained tombstones are retried while every callback owner is alive.
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new ResourceShutdownStage("live entities",
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[
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new("live entity runtime", () => _liveEntities?.Clear()),
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]),
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new ResourceShutdownStage("effect dispatch edges",
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[
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new("live-presentation bindings", () =>
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{
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LivePresentationRuntimeBindings? bindings =
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_livePresentationBindings;
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if (bindings is null)
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return;
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bindings.Dispose();
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_livePresentationBindings = null;
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}),
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new("entity-effect advance source", () =>
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{
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if (_entityEffects is { } effects)
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_entityEffectAdvance.Unbind(effects);
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_entityEffectAdvance.Deactivate();
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}),
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new("animation-hook registrations", () =>
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{
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AnimationHookRegistrationSet? registrations = _hookRegistrations;
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if (registrations is null)
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return;
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registrations.Dispose();
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if (!registrations.IsCleanupComplete)
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{
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throw new InvalidOperationException(
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"Animation-hook registration cleanup remains pending.");
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}
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_hookRegistrations = null;
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}),
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]),
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new ResourceShutdownStage("live entity dependents",
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[
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new("live lights", () =>
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{
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_liveEntityLights?.Dispose();
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_liveEntityLights = null;
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}),
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new("live presentation", () => _liveEntityPresentation?.Dispose()),
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new("remote teleport", () =>
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{
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_remoteTeleportController?.Dispose();
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_remoteTeleportController = null;
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}),
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new("effect network state", () =>
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{
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_entityEffects?.ClearNetworkState();
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_animationHookFrames?.Clear();
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_effectPoses.Clear();
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}),
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new("audio", () =>
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{
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AcDream.App.Audio.OpenAlAudioEngine? engine = _audioEngine;
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if (engine is null)
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return;
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engine.Dispose();
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if (!engine.IsDisposalComplete)
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{
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throw new InvalidOperationException(
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"OpenAL native-resource cleanup remains pending.");
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}
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_audioEngine = null;
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_audioSink = null;
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_soundCache = null;
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_entitySoundTables = null;
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}),
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]),
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new ResourceShutdownStage("submitted GPU work",
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[
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new("frame flight drain", () => _gpuFrameFlights?.WaitForSubmittedWork()),
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]),
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new ResourceShutdownStage("render frontends",
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[
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new("developer tools", () =>
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{
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DevToolsCompositionOwner? owner = _devToolsComposition;
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if (owner is null)
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return;
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owner.DisposeFrontend();
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if (!owner.IsDisposalComplete)
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throw new InvalidOperationException(
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"Developer-tools cleanup remains incomplete.");
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_devToolsComposition = null;
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_devToolsFramePresenter = null;
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_devToolsCommandBus = null;
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_debugVm = null;
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}),
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new("portal tunnel", () =>
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{
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_localPlayerTeleport?.Dispose();
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_localPlayerTeleport = null;
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_portalTunnelFallback.ReleaseFallback();
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}),
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new("paperdoll viewport", () =>
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{
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_paperdollViewportRenderer?.Dispose();
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_paperdollViewportRenderer = null;
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_paperdollFramePresenter = null;
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}),
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new("mesh draw dispatcher", () => _wbDrawDispatcher?.Dispose()),
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new("environment cells", () => _envCellRenderer?.Dispose()),
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new("portal depth mask", () => _portalDepthMask?.Dispose()),
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new("clip frame", () => _clipFrame?.Dispose()),
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new("sky", () => _skyRenderer?.Dispose()),
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new("particles", () => _particleRenderer?.Dispose()),
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]),
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new ResourceShutdownStage("shared texture owners",
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[
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new("sampler cache", () => _samplerCache?.Dispose()),
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new("texture cache", () => _textureCache?.Dispose()),
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]),
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new ResourceShutdownStage("mesh adapter",
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[
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new("WB mesh adapter", () =>
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{
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_wbMeshAdapter?.Dispose();
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_wbMeshAdapter = null;
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}),
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]),
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new ResourceShutdownStage("remaining render owners",
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[
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new("mesh shader", () => _meshShader?.Dispose()),
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new("terrain", () =>
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{
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_terrain?.Dispose();
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_terrain = null;
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}),
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new("terrain shader", () => _terrainModernShader?.Dispose()),
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new("scene lighting", () => _sceneLightingUbo?.Dispose()),
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new("debug lines", () => _debugLines?.Dispose()),
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new("text renderer", () => _textRenderer?.Dispose()),
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new("debug font", () => _debugFont?.Dispose()),
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new("frame pacing", _displayFramePacing.Dispose),
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new("frame profiler", _frameProfiler.Dispose),
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]),
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new ResourceShutdownStage("dedicated render resources",
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[
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new("sky shader", _renderResourceLifetime.ReleaseSkyShader),
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new("terrain atlas", _renderResourceLifetime.ReleaseTerrainAtlas),
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]),
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new ResourceShutdownStage("failed render construction cleanup",
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[
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new("GL construction ledger", _glConstructionCleanup.Dispose),
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]),
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new ResourceShutdownStage("frame flight owner",
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[
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new("frame flights", () =>
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{
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_gpuFrameFlights?.Dispose();
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_gpuFrameFlights = null;
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}),
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]),
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new ResourceShutdownStage("content mappings",
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[
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new("DAT collection", () =>
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{
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_dats?.Dispose();
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_dats = null;
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}),
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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("input context", () =>
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{
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_input?.Dispose();
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_input = null;
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}),
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]),
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new ResourceShutdownStage("OpenGL context",
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[
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new("OpenGL", () =>
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{
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_gl?.Dispose();
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_gl = null;
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}),
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]));
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private GameWindowShutdownRoots CaptureShutdownRoots() => new(
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new IngressShutdownRoots(
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_hostQuiescence,
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_liveCombatModeCommands,
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_runtimeDiagnosticCommands,
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_retainedUiGameplayBinding,
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_gameplayInputActions,
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_cameraPointerInput,
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_inputDispatcher,
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_mouseSource,
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_kbSource,
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_retailUiLease,
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_uiHost,
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_devToolsComposition,
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_liveSessionController,
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_runtimeSettings,
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_movementInput,
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_cameraInput,
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_windowCallbacks),
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new FrameShutdownRoots(
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_frameGraphPublication,
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_frameRootBindings,
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_sessionPlayerBindings,
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_interactionUiLateBindings),
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new LiveShutdownRoots(
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_cameraPointerInput,
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_retailUiLease,
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_combatTargetController,
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_combatAttackController,
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_itemInteractionController,
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_externalContainerLifecycle,
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_streamer,
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_equippedChildRenderer,
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_liveEntities,
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_livePresentationBindings,
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_entityEffectAdvance,
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_entityEffects,
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_hookRegistrations,
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_liveEntityLights,
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_liveEntityPresentation,
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||||
_remoteTeleportController,
|
||||
_animationHookFrames,
|
||||
_effectPoses,
|
||||
_audioEngine),
|
||||
new RenderShutdownRoots(
|
||||
_gpuFrameFlights,
|
||||
_devToolsComposition,
|
||||
_localPlayerTeleport,
|
||||
_portalTunnelFallback,
|
||||
_paperdollViewportRenderer,
|
||||
_wbDrawDispatcher,
|
||||
_envCellRenderer,
|
||||
_portalDepthMask,
|
||||
_clipFrame,
|
||||
_skyRenderer,
|
||||
_particleRenderer,
|
||||
_samplerCache,
|
||||
_textureCache,
|
||||
_wbMeshAdapter,
|
||||
_meshShader,
|
||||
_terrain,
|
||||
_terrainModernShader,
|
||||
_sceneLightingUbo,
|
||||
_debugLines,
|
||||
_textRenderer,
|
||||
_debugFont,
|
||||
_displayFramePacing,
|
||||
_frameProfiler,
|
||||
_renderResourceLifetime,
|
||||
_glConstructionCleanup),
|
||||
new PlatformShutdownRoots(
|
||||
_dats,
|
||||
_input,
|
||||
_gl));
|
||||
private void OnFocusChanged(bool focused)
|
||||
=> _cameraPointerInput?.HandleFocusChanged(focused);
|
||||
|
||||
|
|
@ -1937,8 +1618,7 @@ public sealed class GameWindow :
|
|||
// window and exceptions during Window.Create/Run, so owned kernel
|
||||
// handles (including the frame timer) never depend on a native window
|
||||
// event for disposal.
|
||||
CompleteShutdown();
|
||||
_window?.Dispose();
|
||||
CompleteShutdown(releaseNativeWindow: true);
|
||||
_window = null;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue