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:
Erik 2026-08-07 18:26:17 +02:00
parent c721830e71
commit 9d3df5f627
5 changed files with 245 additions and 1 deletions

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@ -24,6 +24,33 @@ What does NOT go here:
- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
## #348 — Render-loop death by Win32 cursor-handle exhaustion: Silk recreates the native cursor on every alternation
**Status:** FIX IN TREE (2026-08-08) pending the vendor-gate relaunch.
**Evidence:** `vendor-gate.log` — `Silk.NET.GLFW.GlfwException: PlatformError:
Win32: Failed to create cursor: Not enough memory` thrown from
`RetailCursorManager.ApplyGlobal` inside `RenderFrameOrchestrator.Render`,
exit 82 after ~minutes standing at a Holtburg vendor NPC. (The clean
single-exception stack instead of masked shutdown noise is #343's fix
working as designed.)
**Mechanism:** `RetailCursorManager`'s dedup only suppresses a STEADY
cursor. Any per-frame alternation between two cursor states — the pick
cursor flickering between kinds while hovering an ANIMATED NPC whose
moving parts cross the cursor ray, exactly the "stand at a vendor"
posture — reassigns `ICursor.Image` every flip, and Silk's GLFW backend
creates a fresh native Win32 cursor per assignment without reusing the
old ones. ~10,000 flips exhausts the USER-object quota and CreateCursor
dies. Earlier same-day sessions (slope gates) never crashed because
nobody hovers an animated NPC for minutes while moving.
**Fix (root cause):** `GlfwCursorCache` — one `glfwCreateCursor` per
distinct cursor media for the process lifetime (retail's own shape: it
loads each MediaDescCursor once), O(1) `glfwSetCursor` per switch,
rejected media cached as permanent misses, disposal destroys all.
`RetailCursorManager.AttachNativeWindow` opts in when a native GLFW
window exists; tests and windowless hosts keep the Silk path.
## #32 — CLOSED 2026-08-07: local edge-slide fixed at `332045c7`, USER-PASSED on its first genuine live run
**"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 :
_retailChatVm = retained.Chat;
_characterSheetProvider = retained.CharacterSheet;
_frameScreenshots = retained.Screenshots;
// #348: cursor switches ride a process-lifetime native cache
// instead of Silk's recreate-per-assignment path.
retained.Runtime.AttachNativeCursorWindow(_window?.Native?.Glfw ?? 0);
}
}

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@ -0,0 +1,147 @@
using System;
using System.Collections.Generic;
using AcDream.App.UI;
using Silk.NET.Core;
using Silk.NET.GLFW;
using Silk.NET.Input;
namespace AcDream.App.Rendering;
/// <summary>
/// Process-lifetime cache of native GLFW cursors, keyed by cursor media.
///
/// <para>
/// #348: Silk's per-mouse <c>ICursor</c> recreates the native Win32 cursor
/// on every <c>Image</c> assignment. A per-frame cursor alternation — the
/// pick cursor flickering between two kinds while hovering an animated
/// NPC — therefore allocates a fresh USER-object handle on every flip
/// until Win32 <c>CreateCursor</c> fails with "Not enough memory" and the
/// render loop dies (exit 82, vendor-gate.log 2026-08-08). Retail loads
/// each MediaDescCursor once and switches between loaded cursors; this
/// cache restores that shape: one <c>glfwCreateCursor</c> per distinct
/// media for the process lifetime, and an O(1), zero-allocation
/// <c>glfwSetCursor</c> per switch.
/// </para>
/// </summary>
internal sealed unsafe class GlfwCursorCache : IDisposable
{
private readonly Glfw _glfw;
private readonly WindowHandle* _window;
private readonly Dictionary<UiCursorMedia, nint> _customCursors = new();
private readonly Dictionary<StandardCursor, nint> _standardCursors = new();
private bool _disposed;
private GlfwCursorCache(Glfw glfw, WindowHandle* window)
{
_glfw = glfw;
_window = window;
}
/// <summary>
/// Returns null when no native GLFW window is available (tests,
/// non-GLFW platforms) — callers then stay on the Silk path.
/// </summary>
public static GlfwCursorCache? TryCreate(nint glfwWindowHandle)
=> glfwWindowHandle == 0
? null
: new GlfwCursorCache(Glfw.GetApi(), (WindowHandle*)glfwWindowHandle);
/// <summary>
/// Sets the window cursor, creating the native cursor only on the
/// first use of this media. A media GLFW rejects is cached as a
/// permanent miss so the failure cannot re-trigger per frame.
/// </summary>
public bool TrySetCustom(UiCursorMedia media, RawImage image)
{
if (_disposed)
return false;
if (!_customCursors.TryGetValue(media, out nint cursor))
{
cursor = CreateCustomCursor(media, image);
_customCursors[media] = cursor;
}
if (cursor == 0)
return false;
_glfw.SetCursor(_window, (Cursor*)cursor);
return true;
}
/// <summary>
/// Sets a standard OS cursor through the same cached-native route.
/// Arrow uses GLFW's default-cursor restore; the other shapes cover
/// the AP-72 missing-art fallback set. Unknown shapes report false so
/// the caller can keep its Silk fallback.
/// </summary>
public bool TrySetStandard(StandardCursor desired)
{
if (_disposed)
return false;
if (desired == StandardCursor.Arrow)
{
_glfw.SetCursor(_window, null);
return true;
}
CursorShape shape;
switch (desired)
{
case StandardCursor.Hand: shape = CursorShape.Hand; break;
case StandardCursor.Crosshair: shape = CursorShape.Crosshair; break;
case StandardCursor.IBeam: shape = CursorShape.IBeam; break;
default: return false;
}
if (!_standardCursors.TryGetValue(desired, out nint cursor))
{
cursor = (nint)_glfw.CreateStandardCursor(shape);
_standardCursors[desired] = cursor;
}
if (cursor == 0)
return false;
_glfw.SetCursor(_window, (Cursor*)cursor);
return true;
}
private nint CreateCustomCursor(UiCursorMedia media, RawImage image)
{
// GLFW copies the pixel data before CreateCursor returns, so the
// pin only needs to span the call.
fixed (byte* pixels = image.Pixels.Span)
{
var glfwImage = new Image
{
Width = image.Width,
Height = image.Height,
Pixels = pixels,
};
return (nint)_glfw.CreateCursor(&glfwImage, media.HotspotX, media.HotspotY);
}
}
public void Dispose()
{
if (_disposed)
return;
_disposed = true;
_glfw.SetCursor(_window, null);
foreach (nint cursor in _customCursors.Values)
{
if (cursor != 0)
_glfw.DestroyCursor((Cursor*)cursor);
}
foreach (nint cursor in _standardCursors.Values)
{
if (cursor != 0)
_glfw.DestroyCursor((Cursor*)cursor);
}
_customCursors.Clear();
_standardCursors.Clear();
}
}

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@ -22,6 +22,7 @@ public sealed class RetailCursorManager
private UiCursorMedia _lastWidgetCursor;
private UiCursorMedia _lastAppliedCursor;
private StandardCursor? _lastStandardCursor;
private GlfwCursorCache? _nativeCursors;
public RetailCursorManager(IDatReaderWriter dats, object datLock)
{
@ -30,6 +31,24 @@ public sealed class RetailCursorManager
_globalCursors = new RetailCursorResolver(dats, datLock);
}
/// <summary>
/// #348: switches cursor application to a process-lifetime native
/// GLFW cursor cache. Without it, Silk recreates the native cursor
/// on every alternation and a per-frame flip (pick cursor over an
/// animated NPC) exhausts Win32 USER handles within minutes. No-op
/// when the handle is zero (tests, no native window) — the Silk
/// path below remains the fallback.
/// </summary>
public void AttachNativeWindow(nint glfwWindowHandle)
{
if (_nativeCursors is null)
{
_nativeCursors = GlfwCursorCache.TryCreate(glfwWindowHandle);
if (_nativeCursors is not null)
Console.WriteLine("[D.2b] cursor native cache attached (#348).");
}
}
public void Apply(IEnumerable<IMouse> mice, CursorFeedback feedback)
{
foreach (RetailCursorLayer layer in PlanApplication(
@ -79,6 +98,13 @@ public sealed class RetailCursorManager
if (_lastStandardCursor is null && _lastAppliedCursor.Equals(cursorMedia))
return;
if (_nativeCursors is not null && _nativeCursors.TrySetCustom(cursorMedia, image))
{
_lastAppliedCursor = cursorMedia;
_lastStandardCursor = null;
return;
}
foreach (var mouse in mice)
{
var cursor = mouse.Cursor;
@ -98,6 +124,13 @@ public sealed class RetailCursorManager
if (_lastStandardCursor == desired)
return;
if (_nativeCursors is not null && _nativeCursors.TrySetStandard(desired))
{
_lastAppliedCursor = default;
_lastStandardCursor = desired;
return;
}
foreach (var mouse in mice)
{
var cursor = mouse.Cursor;

View file

@ -461,6 +461,16 @@ public sealed class RetailUiRuntime : IDisposable
_bindings.Cursor.Manager.Apply(mice, feedback);
}
/// <summary>
/// #348: opts cursor application into the process-lifetime native
/// GLFW cursor cache. Called once by the graphical host after the
/// native window exists; zero handle keeps the Silk fallback.
/// </summary>
public void AttachNativeCursorWindow(nint glfwWindowHandle)
{
_bindings.Cursor.Manager.AttachNativeWindow(glfwWindowHandle);
}
public void RestoreLayout() => _persistence?.RestoreAll();
public void SaveLayout() => _persistence?.SaveAll();
@ -1919,6 +1929,7 @@ public sealed class RetailUiRuntime : IDisposable
private void MountVendor()
{
ImportedLayout? layout;
uint emptySlotSprite;
lock (_bindings.Assets.DatLock)
{
layout = LayoutImporter.Import(
@ -1928,6 +1939,13 @@ public sealed class RetailUiRuntime : IDisposable
_bindings.Assets.ResolveSprite,
_bindings.Assets.DefaultFont,
_bindings.Assets.ResolveFont);
// F7b (Slice 5.4 review): the authored empty-slot background for
// the item strip, same resolution path ExternalContainerController
// uses for its own lists.
emptySlotSprite = ItemListCellTemplate.ResolveEmptySprite(
_bindings.Assets.Dats,
VendorUiController.LayoutId,
VendorUiController.ItemListId);
}
if (layout is null)
{
@ -1963,7 +1981,23 @@ public sealed class RetailUiRuntime : IDisposable
});
VendorRuntimeBindings b = _bindings.Vendor;
VendorController = VendorUiController.Bind(layout, b.State, handle, b.ResolveIcon);
// F1/F2/F3/F7b (Slice 5.4 review): the category dropdown needs
// fonts/sprites to draw at all; the price text needs the local
// player's coin total, sourced from the SAME ClientObjectTable/
// PlayerGuid pair InventoryRuntimeBindings already exposes (no new
// binding record needed — this mirrors how MountExternalContainer
// reads its own sibling binding).
VendorController = VendorUiController.Bind(
layout,
b.State,
handle,
b.ResolveIcon,
_bindings.Inventory.Objects,
_bindings.Inventory.PlayerGuid,
_bindings.Assets.DefaultFont,
_bindings.Assets.DebugFont,
_bindings.Assets.ResolveSprite,
emptySlotSprite);
if (VendorController is null)
{
Console.WriteLine("[M4] vendor: required authored controls are missing.");