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:
Erik 2026-07-22 19:43:52 +02:00
parent 5a55d08106
commit 31e6e192b3
21 changed files with 1297 additions and 572 deletions

View file

@ -1,6 +1,21 @@
namespace AcDream.App.Rendering;
internal readonly record struct ResourceShutdownOperation(string Name, Action Execute);
internal enum ResourceShutdownOperationPolicy
{
HardBarrier,
ReportAndContinue,
}
internal readonly record struct ResourceShutdownOperation(
string Name,
Action Execute,
ResourceShutdownOperationPolicy Policy =
ResourceShutdownOperationPolicy.HardBarrier);
internal sealed record ResourceShutdownCleanupFailure(
string Stage,
string Operation,
Exception Error);
internal sealed record ResourceShutdownStage(
string Name,
@ -16,6 +31,7 @@ internal sealed class ResourceShutdownTransaction(params ResourceShutdownStage[]
private sealed class StageState(int operationCount)
{
public bool[] Complete { get; } = new bool[operationCount];
public int[] Attempts { get; } = new int[operationCount];
}
private const int MaximumConsecutiveStalledPasses = 2;
@ -23,11 +39,15 @@ internal sealed class ResourceShutdownTransaction(params ResourceShutdownStage[]
stages ?? throw new ArgumentNullException(nameof(stages));
private readonly StageState[] _states =
stages.Select(stage => new StageState(stage.Operations.Length)).ToArray();
private readonly List<ResourceShutdownCleanupFailure> _cleanupFailures = [];
private int _currentStage;
private bool _completing;
public bool IsComplete => _currentStage == _stages.Length;
internal int CurrentStage => _currentStage;
internal string? CurrentStageName => IsComplete ? null : _stages[_currentStage].Name;
internal IReadOnlyList<ResourceShutdownCleanupFailure> CleanupFailures =>
_cleanupFailures.ToArray();
public void CompleteOrThrow()
{
@ -87,9 +107,25 @@ internal sealed class ResourceShutdownTransaction(params ResourceShutdownStage[]
}
catch (Exception error)
{
(failures ??= []).Add(new InvalidOperationException(
var wrapped = new InvalidOperationException(
$"Shutdown operation '{operation.Name}' failed in stage '{stage.Name}'.",
error));
error);
state.Attempts[i]++;
if (operation.Policy ==
ResourceShutdownOperationPolicy.ReportAndContinue
&& state.Attempts[i] >= MaximumConsecutiveStalledPasses)
{
state.Complete[i] = true;
progressed = true;
_cleanupFailures.Add(new ResourceShutdownCleanupFailure(
stage.Name,
operation.Name,
error));
}
else
{
(failures ??= []).Add(wrapped);
}
}
}