fix(app): #343 — a wounded render loop defers the native release instead of throwing over the real failure
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Root cause pinned by IL-decompiling Silk.NET.Windowing.Common:
ViewImplementationBase._inRenderLoop is set at DoRender/DoUpdate entry
and cleared ONLY on normal return, so a throwing frame callback leaves
it armed forever and any later Dispose -> Reset throws "You cannot call
Reset inside of the render loop", exit 82, replacing the original
wounding exception in the report.

The fix mirrors Silk's own bracket exactly: GameWindow._renderLoopArmed
set at OnUpdate/OnRender entry, cleared only on their normal return —
deliberately NOT in a finally, so it tracks the wound the same way
Silk's private field does. ReleaseNativeWindow checks it before
disposing: armed -> best-effort Close() (swallowed so it can never
become the reported failure), no Dispose, and a new terminal status
CompleteWithDeferredNativeRelease with Error kept null — the original
exception stays the primary report. Healthy paths (OnClosing's
in-loop completion, Run()'s tail release) are byte-unchanged, and the
new PublishNativeWindow parameters default to null so every existing
caller and test behaves identically.

Sabotage: disabling the armed-check flipped the deferral test to
Expected CompleteWithDeferredNativeRelease / Actual Complete —
the guard is what the test exercises. Clean-room suite 11,262 / 6 / 1,
the 1 being #340's documented load flake (passed standalone; second
recorded firing noted in its entry).

Queue: #344 done, #343 done; next #345's instrumented mechanism
session, then #341's boundary hunt.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-07 10:28:29 +02:00
parent 52bdf4df71
commit 6c6664a685
4 changed files with 194 additions and 10 deletions

View file

@ -42,6 +42,18 @@ public sealed class GameWindow :
private readonly WorldEvents _worldEvents;
private readonly HostQuiescenceGate _hostQuiescence = new();
private IWindow? _window;
// #343: mirrors Silk's own ViewImplementationBase._inRenderLoop guard,
// which we cannot read directly (it is a private field on Silk's
// internal type). Set true before OnUpdate/OnRender run and cleared
// only on their normal (non-throwing) return — exactly like Silk's own
// bracket around DoUpdate/DoRender — so a frame callback that throws
// leaves this stuck true, same as Silk's real guard. GameWindowLifetime
// reads it before disposing the native window, so a wounded loop defers
// the release instead of calling Reset() while Silk still thinks it is
// mid-frame (which throws "You cannot call `Reset` inside of the render
// loop!" and would otherwise bury whatever exception actually wounded
// the loop). See docs/ISSUES.md #343.
private bool _renderLoopArmed;
private SilkWindowCallbackBinding? _windowCallbacks;
private GameWindowGraphics? _graphics;
// Campaign V slice V6h: borrowed, not owned — _graphics owns the context and
@ -722,7 +734,11 @@ public sealed class GameWindow :
_startupQuality = startup.Quality;
_window = Window.Create(options);
_lifetime.PublishNativeWindow(_window);
IWindow window = _window;
_lifetime.PublishNativeWindow(
window,
isRenderLoopArmed: () => _renderLoopArmed,
requestClose: window.Close);
_displayFramePacing.BindSurface(
new SilkDisplayFramePacingSurface(_window));
// The fixed binding preserves main Render before post-render pacing,
@ -1505,15 +1521,24 @@ public sealed class GameWindow :
private void OnUpdate(double dt)
{
// #343: armed before the callback body runs, cleared only on normal
// return. Deliberately NOT a try/finally — if Tick throws, the flag
// must stay true (mirroring Silk's own stuck _inRenderLoop guard),
// not get cleared on the way out.
_renderLoopArmed = true;
using var _updStage = _frameProfiler.BeginStage(
AcDream.App.Diagnostics.FrameStage.Update);
_frameGraphs.Tick(new AcDream.App.Update.UpdateFrameInput(dt));
_renderLoopArmed = false;
}
// Performance overlay state — updated every ~0.5s and written to the
// window title so there's zero rendering cost (no font/overlay needed).
private void OnRender(double deltaSeconds)
{
// #343: see OnUpdate above — armed on entry, cleared on every normal
// exit path below, left stuck true if anything here throws.
_renderLoopArmed = true;
Vector2D<int> size = _window!.Size;
// Campaign V slice V6h: swapchain currency is the one piece of
// presentation the RHI contract deliberately leaves to the host (plan
@ -1521,7 +1546,10 @@ public sealed class GameWindow :
// out-of-date one is recreated at a frame boundary, the only safe point.
// The handoff below stays exactly one call on both backends.
if (_vulkanGraphics is { } vulkan && !vulkan.PrepareFrame())
{
_renderLoopArmed = false;
return;
}
try
{
_frameGraphs.Render(
@ -1535,10 +1563,12 @@ public sealed class GameWindow :
when (_vulkanGraphics is not null)
{
_vulkanGraphics.RequestRecreate();
_renderLoopArmed = false;
return;
}
_vulkanGraphics?.NoteFrameClosed();
_renderLoopArmed = false;
}
// IsEntityCurrentlyMoving REMOVED (2026-07-09): it powered a cache-bypass