fix(app): #348 — cursor switches ride a process-lifetime native cache; the per-flip Win32 handle leak is closed
Silk's per-mouse ICursor recreates the native Win32 cursor on every Image assignment; a per-frame cursor alternation (the pick cursor flickering between kinds while hovering an ANIMATED NPC — exactly the stand-at-a-vendor posture) allocated a fresh USER handle each flip until CreateCursor died with "Not enough memory" and took the render loop with it (vendor-gate.log, exit 82 — surfaced as one clean stack by #343's fix, as designed). GlfwCursorCache restores retail's own shape: each distinct MediaDescCursor is created ONCE for the process lifetime (glfwCreateCursor, rejected media cached as permanent misses) and switching is an O(1) zero-allocation glfwSetCursor. The AP-72 missing-art standard-cursor fallback rides the same cache (Arrow/Hand/Crosshair/IBeam; anything else keeps the Silk path). Graphical hosts attach after the native window exists; tests and windowless hosts keep the Silk path untouched. RetailCursorManager's dedup and PlanApplication logic are unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
c721830e71
commit
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5 changed files with 245 additions and 1 deletions
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@ -24,6 +24,33 @@ What does NOT go here:
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- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
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- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
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## #348 — Render-loop death by Win32 cursor-handle exhaustion: Silk recreates the native cursor on every alternation
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**Status:** FIX IN TREE (2026-08-08) pending the vendor-gate relaunch.
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**Evidence:** `vendor-gate.log` — `Silk.NET.GLFW.GlfwException: PlatformError:
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Win32: Failed to create cursor: Not enough memory` thrown from
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`RetailCursorManager.ApplyGlobal` inside `RenderFrameOrchestrator.Render`,
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exit 82 after ~minutes standing at a Holtburg vendor NPC. (The clean
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single-exception stack instead of masked shutdown noise is #343's fix
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working as designed.)
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**Mechanism:** `RetailCursorManager`'s dedup only suppresses a STEADY
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cursor. Any per-frame alternation between two cursor states — the pick
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cursor flickering between kinds while hovering an ANIMATED NPC whose
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moving parts cross the cursor ray, exactly the "stand at a vendor"
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posture — reassigns `ICursor.Image` every flip, and Silk's GLFW backend
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creates a fresh native Win32 cursor per assignment without reusing the
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old ones. ~10,000 flips exhausts the USER-object quota and CreateCursor
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dies. Earlier same-day sessions (slope gates) never crashed because
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nobody hovers an animated NPC for minutes while moving.
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**Fix (root cause):** `GlfwCursorCache` — one `glfwCreateCursor` per
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distinct cursor media for the process lifetime (retail's own shape: it
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loads each MediaDescCursor once), O(1) `glfwSetCursor` per switch,
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rejected media cached as permanent misses, disposal destroys all.
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`RetailCursorManager.AttachNativeWindow` opts in when a native GLFW
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window exists; tests and windowless hosts keep the Silk path.
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## #32 — CLOSED 2026-08-07: local edge-slide fixed at `332045c7`, USER-PASSED on its first genuine live run
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**"Yes works now."** — the user at the Rithwic cliff, on the first launch that
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@ -996,6 +996,9 @@ public sealed class GameWindow :
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_retailChatVm = retained.Chat;
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_characterSheetProvider = retained.CharacterSheet;
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_frameScreenshots = retained.Screenshots;
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// #348: cursor switches ride a process-lifetime native cache
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// instead of Silk's recreate-per-assignment path.
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retained.Runtime.AttachNativeCursorWindow(_window?.Native?.Glfw ?? 0);
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}
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}
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147
src/AcDream.App/Rendering/GlfwCursorCache.cs
Normal file
147
src/AcDream.App/Rendering/GlfwCursorCache.cs
Normal file
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@ -0,0 +1,147 @@
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using System;
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using System.Collections.Generic;
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using AcDream.App.UI;
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using Silk.NET.Core;
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using Silk.NET.GLFW;
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using Silk.NET.Input;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Process-lifetime cache of native GLFW cursors, keyed by cursor media.
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///
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/// <para>
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/// #348: Silk's per-mouse <c>ICursor</c> recreates the native Win32 cursor
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/// on every <c>Image</c> assignment. A per-frame cursor alternation — the
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/// pick cursor flickering between two kinds while hovering an animated
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/// NPC — therefore allocates a fresh USER-object handle on every flip
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/// until Win32 <c>CreateCursor</c> fails with "Not enough memory" and the
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/// render loop dies (exit 82, vendor-gate.log 2026-08-08). Retail loads
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/// each MediaDescCursor once and switches between loaded cursors; this
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/// cache restores that shape: one <c>glfwCreateCursor</c> per distinct
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/// media for the process lifetime, and an O(1), zero-allocation
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/// <c>glfwSetCursor</c> per switch.
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/// </para>
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/// </summary>
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internal sealed unsafe class GlfwCursorCache : IDisposable
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{
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private readonly Glfw _glfw;
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private readonly WindowHandle* _window;
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private readonly Dictionary<UiCursorMedia, nint> _customCursors = new();
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private readonly Dictionary<StandardCursor, nint> _standardCursors = new();
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private bool _disposed;
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private GlfwCursorCache(Glfw glfw, WindowHandle* window)
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{
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_glfw = glfw;
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_window = window;
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}
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/// <summary>
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/// Returns null when no native GLFW window is available (tests,
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/// non-GLFW platforms) — callers then stay on the Silk path.
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/// </summary>
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public static GlfwCursorCache? TryCreate(nint glfwWindowHandle)
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=> glfwWindowHandle == 0
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? null
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: new GlfwCursorCache(Glfw.GetApi(), (WindowHandle*)glfwWindowHandle);
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/// <summary>
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/// Sets the window cursor, creating the native cursor only on the
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/// first use of this media. A media GLFW rejects is cached as a
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/// permanent miss so the failure cannot re-trigger per frame.
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/// </summary>
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public bool TrySetCustom(UiCursorMedia media, RawImage image)
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{
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if (_disposed)
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return false;
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if (!_customCursors.TryGetValue(media, out nint cursor))
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{
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cursor = CreateCustomCursor(media, image);
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_customCursors[media] = cursor;
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}
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if (cursor == 0)
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return false;
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_glfw.SetCursor(_window, (Cursor*)cursor);
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return true;
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}
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/// <summary>
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/// Sets a standard OS cursor through the same cached-native route.
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/// Arrow uses GLFW's default-cursor restore; the other shapes cover
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/// the AP-72 missing-art fallback set. Unknown shapes report false so
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/// the caller can keep its Silk fallback.
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/// </summary>
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public bool TrySetStandard(StandardCursor desired)
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{
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if (_disposed)
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return false;
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if (desired == StandardCursor.Arrow)
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{
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_glfw.SetCursor(_window, null);
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return true;
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}
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CursorShape shape;
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switch (desired)
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{
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case StandardCursor.Hand: shape = CursorShape.Hand; break;
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case StandardCursor.Crosshair: shape = CursorShape.Crosshair; break;
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case StandardCursor.IBeam: shape = CursorShape.IBeam; break;
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default: return false;
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}
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if (!_standardCursors.TryGetValue(desired, out nint cursor))
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{
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cursor = (nint)_glfw.CreateStandardCursor(shape);
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_standardCursors[desired] = cursor;
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}
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if (cursor == 0)
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return false;
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_glfw.SetCursor(_window, (Cursor*)cursor);
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return true;
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}
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private nint CreateCustomCursor(UiCursorMedia media, RawImage image)
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{
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// GLFW copies the pixel data before CreateCursor returns, so the
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// pin only needs to span the call.
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fixed (byte* pixels = image.Pixels.Span)
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{
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var glfwImage = new Image
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{
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Width = image.Width,
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Height = image.Height,
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Pixels = pixels,
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};
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return (nint)_glfw.CreateCursor(&glfwImage, media.HotspotX, media.HotspotY);
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}
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}
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public void Dispose()
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{
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if (_disposed)
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return;
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_disposed = true;
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_glfw.SetCursor(_window, null);
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foreach (nint cursor in _customCursors.Values)
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{
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if (cursor != 0)
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_glfw.DestroyCursor((Cursor*)cursor);
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}
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foreach (nint cursor in _standardCursors.Values)
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{
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if (cursor != 0)
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_glfw.DestroyCursor((Cursor*)cursor);
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}
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_customCursors.Clear();
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_standardCursors.Clear();
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}
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}
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private UiCursorMedia _lastWidgetCursor;
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private UiCursorMedia _lastAppliedCursor;
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private StandardCursor? _lastStandardCursor;
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private GlfwCursorCache? _nativeCursors;
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public RetailCursorManager(IDatReaderWriter dats, object datLock)
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{
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@ -30,6 +31,24 @@ public sealed class RetailCursorManager
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_globalCursors = new RetailCursorResolver(dats, datLock);
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}
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/// <summary>
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/// #348: switches cursor application to a process-lifetime native
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/// GLFW cursor cache. Without it, Silk recreates the native cursor
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/// on every alternation and a per-frame flip (pick cursor over an
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/// animated NPC) exhausts Win32 USER handles within minutes. No-op
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/// when the handle is zero (tests, no native window) — the Silk
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/// path below remains the fallback.
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/// </summary>
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public void AttachNativeWindow(nint glfwWindowHandle)
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{
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if (_nativeCursors is null)
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{
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_nativeCursors = GlfwCursorCache.TryCreate(glfwWindowHandle);
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if (_nativeCursors is not null)
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Console.WriteLine("[D.2b] cursor native cache attached (#348).");
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}
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}
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public void Apply(IEnumerable<IMouse> mice, CursorFeedback feedback)
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{
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foreach (RetailCursorLayer layer in PlanApplication(
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if (_lastStandardCursor is null && _lastAppliedCursor.Equals(cursorMedia))
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return;
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if (_nativeCursors is not null && _nativeCursors.TrySetCustom(cursorMedia, image))
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{
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_lastAppliedCursor = cursorMedia;
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_lastStandardCursor = null;
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return;
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}
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foreach (var mouse in mice)
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{
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var cursor = mouse.Cursor;
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if (_lastStandardCursor == desired)
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return;
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if (_nativeCursors is not null && _nativeCursors.TrySetStandard(desired))
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{
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_lastAppliedCursor = default;
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_lastStandardCursor = desired;
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return;
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}
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foreach (var mouse in mice)
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{
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var cursor = mouse.Cursor;
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_bindings.Cursor.Manager.Apply(mice, feedback);
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}
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/// <summary>
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/// #348: opts cursor application into the process-lifetime native
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/// GLFW cursor cache. Called once by the graphical host after the
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/// native window exists; zero handle keeps the Silk fallback.
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/// </summary>
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public void AttachNativeCursorWindow(nint glfwWindowHandle)
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{
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_bindings.Cursor.Manager.AttachNativeWindow(glfwWindowHandle);
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}
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public void RestoreLayout() => _persistence?.RestoreAll();
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public void SaveLayout() => _persistence?.SaveAll();
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@ -1919,6 +1929,7 @@ public sealed class RetailUiRuntime : IDisposable
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private void MountVendor()
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{
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ImportedLayout? layout;
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uint emptySlotSprite;
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lock (_bindings.Assets.DatLock)
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{
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layout = LayoutImporter.Import(
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_bindings.Assets.ResolveSprite,
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_bindings.Assets.DefaultFont,
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_bindings.Assets.ResolveFont);
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// F7b (Slice 5.4 review): the authored empty-slot background for
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// the item strip, same resolution path ExternalContainerController
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// uses for its own lists.
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emptySlotSprite = ItemListCellTemplate.ResolveEmptySprite(
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_bindings.Assets.Dats,
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VendorUiController.LayoutId,
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VendorUiController.ItemListId);
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}
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if (layout is null)
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{
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});
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VendorRuntimeBindings b = _bindings.Vendor;
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VendorController = VendorUiController.Bind(layout, b.State, handle, b.ResolveIcon);
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// F1/F2/F3/F7b (Slice 5.4 review): the category dropdown needs
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// fonts/sprites to draw at all; the price text needs the local
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// player's coin total, sourced from the SAME ClientObjectTable/
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// PlayerGuid pair InventoryRuntimeBindings already exposes (no new
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// binding record needed — this mirrors how MountExternalContainer
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// reads its own sibling binding).
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VendorController = VendorUiController.Bind(
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layout,
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b.State,
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handle,
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b.ResolveIcon,
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_bindings.Inventory.Objects,
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_bindings.Inventory.PlayerGuid,
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_bindings.Assets.DefaultFont,
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_bindings.Assets.DebugFont,
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_bindings.Assets.ResolveSprite,
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emptySlotSprite);
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if (VendorController is null)
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{
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Console.WriteLine("[M4] vendor: required authored controls are missing.");
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Reference in a new issue