acdream/src/AcDream.App/Rendering/ResourceShutdownTransaction.cs
Erik 31e6e192b3 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>
2026-07-22 19:43:52 +02:00

140 lines
4.6 KiB
C#

namespace AcDream.App.Rendering;
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,
ResourceShutdownOperation[] Operations);
/// <summary>
/// Owns application-level shutdown ordering. Operations within one stage are
/// independent and are all attempted; later stages remain protected until the
/// current stage has converged. Successful operations are never replayed.
/// </summary>
internal sealed class ResourceShutdownTransaction(params ResourceShutdownStage[] stages)
{
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;
private readonly ResourceShutdownStage[] _stages =
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()
{
if (_completing || IsComplete)
return;
_completing = true;
try
{
int stalledPasses = 0;
List<Exception>? latestFailures = null;
while (!IsComplete)
{
bool progressed = AdvanceCurrentStage(out List<Exception>? failures);
latestFailures = failures;
if (progressed)
{
stalledPasses = 0;
continue;
}
stalledPasses++;
if (stalledPasses < MaximumConsecutiveStalledPasses)
continue;
ResourceShutdownStage stage = _stages[_currentStage];
throw new AggregateException(
$"Shutdown stage '{stage.Name}' did not converge after retrying its pending operations.",
latestFailures ??
[new InvalidOperationException("The shutdown stage made no progress and reported no failure.")]);
}
}
finally
{
_completing = false;
}
}
private bool AdvanceCurrentStage(out List<Exception>? failures)
{
ResourceShutdownStage stage = _stages[_currentStage];
StageState state = _states[_currentStage];
bool progressed = false;
failures = null;
for (int i = 0; i < stage.Operations.Length; i++)
{
if (state.Complete[i])
continue;
ResourceShutdownOperation operation = stage.Operations[i];
try
{
operation.Execute();
state.Complete[i] = true;
progressed = true;
}
catch (Exception error)
{
var wrapped = new InvalidOperationException(
$"Shutdown operation '{operation.Name}' failed in stage '{stage.Name}'.",
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);
}
}
}
if (state.Complete.All(static complete => complete))
{
_currentStage++;
progressed = true;
}
return progressed;
}
}