acdream/src/AcDream.App/Rendering/GameWindowLifetime.cs
Erik 34c6fceab0 feat(chargen): Campaign CC slice CC6b-MOUNT — Appearance page + preview mount
The page-mount half CC6b-PRE deferred: CharacterCreationAppearancePage
(gender buttons, Face/Clothes sub-tabs, nine spin controls with retail's
decrement/increment/select-as-current-part OnClickAt zones, nine color
swatches, shade scrollbar, zoom/rotate wiring) plus ChargenPreviewController,
which bridges the ChargenPreviewRenderer/ChargenPreviewZoomController
camera-injection gap CC6a/CC6b-PRE left open and mounts as the third private
creature viewport beside paperdoll/creature-appraisal.

Color-wheel scouting (campaign risk item 4): live-DAT probe found every
color-wheel-family id resolves through existing DatWidgetFactory mappings
(Button/Scrollbar/generic fallback) — no new widget type needed.

The @140355 gender-flip-on-init oddity (risk item 5): resolved via decomp
alone — gmCharGenMainUI's own ctor calls CharGenState::RandomizeCharacter
before any page constructs, so retail's chargen screen is never actually
blank on open; the Appearance page's gender-flip code always fires against
a real, randomly-rolled gender. Filed AP-214 (acdream doesn't port
RandomizeCharacter this round, so it opens honestly blank instead) and
AP-215 (two narrow visual substitutions: swatch .Selected highlight vs
retail's separate overlay, ordinal labels vs retail's icon-only spins).

AD-101 retired: the Heritage page's auto-gender-select interim default is
deleted now that the Appearance page's real gender buttons exist. TS-82
narrowed to Summary-only.

Scope addendum: ChargenPreviewRotationController's parameterless-constructor
default changes from 0f to a new RetailDefaultHeadingDegrees=180f constant
(retail's InitializePage override, not the ctor's raw 0) — every real
gmCG3DView owner converges on 180 before its first frame, so a controller
defaulting to 0 was a trap for future consumers.

Runtime 1713/0, Core 4786/1 skip, Content 147/0, App 5220/3 skips (Release,
ACDREAM_PROBE_LIVE_MOUNT=1) — zero failures across two clean full-solution
runs; the one Core.Net.Tests NakEmissionTests flake observed on a third run
is the same pre-existing, previously-documented timing flake (zero files
under src/AcDream.Core.Net/ touched, passes 100% in isolation).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 21:00:10 +02:00

662 lines
26 KiB
C#

using AcDream.App.Audio;
using AcDream.App.Combat;
using AcDream.App.Composition;
using AcDream.App.Diagnostics;
using AcDream.App.Input;
using AcDream.App.Net;
using AcDream.App.Physics;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Rendering.Sky;
using AcDream.App.Rendering.Scene;
using AcDream.App.Rendering.Vfx;
using AcDream.App.Rendering.Wb;
using AcDream.App.Settings;
using AcDream.App.Spells;
using AcDream.App.Streaming;
using AcDream.App.UI;
using AcDream.App.World;
using AcDream.Content;
using AcDream.Core.Audio;
using AcDream.Core.Physics;
using AcDream.Runtime;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Gameplay;
using AcDream.Runtime.Session;
using AcDream.UI.Abstractions.Input;
using DatReaderWriter;
using Silk.NET.Input;
namespace AcDream.App.Rendering;
internal enum GameWindowLifetimeStatus
{
Active,
RetryableIncomplete,
Complete,
CompleteWithCleanupFailures,
// #343: the resource-shutdown transaction converged, but the native
// window's release was deferred because Silk's per-frame render-loop
// guard was still armed (a render/update callback threw without
// reaching its own reset line). Disposing here would trade whatever
// wounded the loop for Silk's unrelated "Reset inside of the render
// loop" exception. Distinct from AbandonedIncomplete: nothing failed,
// the native release just did not happen yet.
CompleteWithDeferredNativeRelease,
AbandonedIncomplete,
}
internal sealed record GameWindowLifetimeReport(
GameWindowLifetimeStatus Status,
string? BlockedStage,
IReadOnlyList<ResourceShutdownCleanupFailure> CleanupFailures,
Exception? Error)
{
public bool IsTerminal => Status is
GameWindowLifetimeStatus.Complete
or GameWindowLifetimeStatus.CompleteWithCleanupFailures
or GameWindowLifetimeStatus.CompleteWithDeferredNativeRelease
or GameWindowLifetimeStatus.AbandonedIncomplete;
}
internal sealed record IngressShutdownRoots(
HostQuiescenceGate HostQuiescence,
LiveCombatModeCommandSlot CombatCommands,
RuntimeDiagnosticCommandSlot DiagnosticCommands,
RetainedUiGameplayBinding? RetainedGameplay,
GameplayInputActionRouter? GameplayActions,
CameraPointerInputController? CameraPointer,
InputDispatcher? Dispatcher,
SilkMouseSource? MouseSource,
SilkKeyboardSource? KeyboardSource,
RetailUiRuntimeLease RetailUi,
// Keeps failed physical UI bindings alive through native-window release.
UiHost? RetainedUiHost,
IDisposable? Plugins,
GameRuntime Runtime,
DispatcherMovementInputSource MovementInput,
DispatcherCameraInputSource CameraInput,
SilkWindowCallbackBinding? WindowCallbacks);
internal sealed record FrameShutdownRoots(
IDisposable? FrameGraphPublication,
FrameRootRuntimeBindings? FrameBindings,
SessionPlayerRuntimeBindings? SessionBindings,
InteractionUiLateBindings? InteractionBindings);
internal sealed record LiveShutdownRoots(
CameraPointerInputController? CameraPointer,
RetailUiRuntimeLease RetailUi,
MagicRuntime? Magic,
ItemInteractionController? ItemInteraction,
ExternalContainerLifecycleController? ExternalContainers,
LandblockStreamer? Streamer,
EquippedChildRenderController? EquippedChildren,
LiveEntityRuntime? LiveEntities,
GameRuntime Runtime,
IDisposable RuntimeHostLease,
RenderSceneShadowRuntime? RenderSceneShadow,
LivePresentationRuntimeBindings? PresentationBindings,
DeferredEntityEffectAdvanceSource EffectAdvance,
EntityEffectController? EntityEffects,
AnimationHookRegistrationSet? HookRegistrations,
LiveEntityLightController? LiveLights,
LiveEntityPresentationController? LivePresentation,
AnimationHookFrameQueue? AnimationHookFrames,
EntityEffectPoseRegistry EffectPoses,
OpenAlAudioEngine? Audio);
internal sealed record RenderShutdownRoots(
GpuFrameFlightController? FrameFlights,
IGpuDevice? GpuDevice,
LocalPlayerTeleportController? LocalTeleport,
TransferableResourceSlot<PortalTunnelPresentation> PortalTunnelFallback,
PaperdollViewportRenderer? Paperdoll,
CreatureAppraisalViewportRenderer? CreatureAppraisal,
ChargenPreviewRenderer? ChargenPreview,
ChargenPreviewController? ChargenPreviewController,
WbDrawDispatcher? DrawDispatcher,
EnvCellRenderer? EnvironmentCells,
PortalDepthMaskRenderer? PortalDepthMask,
ClipFrame? ClipFrame,
SkyRenderer? Sky,
ParticleRenderer? Particles,
TextureCache? Textures,
WbMeshAdapter? MeshAdapter,
TerrainModernRenderer? Terrain,
SceneLightingUboBinding? SceneLighting,
DebugLineRenderer? DebugLines,
TextRenderer? TextRenderer,
BitmapFont? DebugFont,
DisplayFramePacingController FramePacing,
FrameProfiler FrameProfiler,
GameRenderResourceLifetime DedicatedResources,
ResourceConstructionCleanupLedger ConstructionCleanup);
internal sealed record PlatformShutdownRoots(
IDatReaderWriter? Dats,
IPreparedAssetSource? PreparedAssets,
IInputContext? Input,
GameWindowGraphics? Graphics);
internal sealed record GameWindowShutdownRoots(
IngressShutdownRoots Ingress,
FrameShutdownRoots Frame,
LiveShutdownRoots Live,
RenderShutdownRoots Render,
PlatformShutdownRoots Platform);
/// <summary>
/// Sole process-window lifetime owner. Runtime code receives no service lookup
/// through this type; it retains only teardown roots and the immutable terminal
/// report.
/// </summary>
internal sealed class GameWindowLifetime
{
private readonly Func<ResourceShutdownTransaction>? _injectedTransactionFactory;
private GameWindowShutdownRoots? _roots;
private ResourceShutdownTransaction? _transaction;
private IDisposable? _nativeWindow;
// #343: caller-supplied signal for "is Silk's render loop still armed"
// and a best-effort close request, both optional so every existing
// caller/test that publishes a bare IDisposable keeps disposing exactly
// as before. Null means "assume not armed" (unchanged prior behavior).
private Func<bool>? _isNativeRenderLoopArmed;
private Action? _requestNativeClose;
private bool _shutdownRootsPublished;
private bool _nativeReleaseAttempted;
private bool _completing;
private GameWindowLifetimeReport _report = new(
GameWindowLifetimeStatus.Active,
null,
[],
null);
public GameWindowLifetime()
{
}
internal GameWindowLifetime(Func<ResourceShutdownTransaction> transactionFactory)
{
_injectedTransactionFactory = transactionFactory
?? throw new ArgumentNullException(nameof(transactionFactory));
}
public GameWindowLifetimeReport Report => _report;
public bool HasShutdownRoots =>
_shutdownRootsPublished || _injectedTransactionFactory is not null;
internal bool RetainsShutdownGraph => _roots is not null || _transaction is not null;
public void PublishNativeWindow(
IDisposable nativeWindow,
Func<bool>? isRenderLoopArmed = null,
Action? requestClose = null)
{
ArgumentNullException.ThrowIfNull(nativeWindow);
if (_nativeReleaseAttempted || _nativeWindow is not null)
throw new InvalidOperationException("A native window is already lifetime-owned.");
_nativeWindow = nativeWindow;
_isNativeRenderLoopArmed = isRenderLoopArmed;
_requestNativeClose = requestClose;
}
public void PublishShutdownRoots(GameWindowShutdownRoots roots)
{
ArgumentNullException.ThrowIfNull(roots);
if (_transaction is not null || _report.Status != GameWindowLifetimeStatus.Active)
throw new InvalidOperationException("Shutdown roots cannot change after completion starts.");
if (_roots is not null && !ReferenceEquals(_roots, roots))
throw new InvalidOperationException("Shutdown roots are already published.");
_roots = roots;
_shutdownRootsPublished = true;
}
public GameWindowLifetimeReport TryComplete()
{
if (_report.IsTerminal || _completing)
return _report;
EnsureTransaction();
_completing = true;
try
{
try
{
_transaction!.CompleteOrThrow();
}
catch (Exception error)
{
_report = new GameWindowLifetimeReport(
GameWindowLifetimeStatus.RetryableIncomplete,
_transaction!.CurrentStageName,
_transaction.CleanupFailures,
error);
return _report;
}
GameWindowLifetimeStatus status = _transaction!.CleanupFailures.Count == 0
? GameWindowLifetimeStatus.Complete
: GameWindowLifetimeStatus.CompleteWithCleanupFailures;
_report = new GameWindowLifetimeReport(
status,
null,
_transaction.CleanupFailures,
null);
return _report;
}
finally
{
_completing = false;
}
}
public GameWindowLifetimeReport CompleteAndReleaseNativeWindow()
{
if (_completing)
return _report;
if (!_report.IsTerminal)
TryComplete();
if (_report.Status == GameWindowLifetimeStatus.RetryableIncomplete)
{
AbandonRetainedRootsAfterTerminalFailure();
(_, Exception? nativeFailure) = ReleaseNativeWindow();
// A deferred native release (#343) is not a failure — it is a
// decision not to dispose while Silk's render-loop guard is
// still armed. Never synthesize a native failure that didn't
// happen; the transaction's own error stays the sole reported
// cause, exactly as if the native step had been skipped.
Exception terminalError = nativeFailure is null
? _report.Error ?? new InvalidOperationException(
"Shutdown did not converge before native fallback.")
: new AggregateException(
"Shutdown and native fallback both failed.",
_report.Error ?? new InvalidOperationException(
"Shutdown did not converge before native fallback."),
nativeFailure);
_report = new GameWindowLifetimeReport(
GameWindowLifetimeStatus.AbandonedIncomplete,
_report.BlockedStage,
_report.CleanupFailures,
terminalError);
return _report;
}
if (_report.IsTerminal && !_nativeReleaseAttempted)
{
(NativeReleaseOutcome outcome, Exception? nativeFailure) = ReleaseNativeWindow();
if (outcome == NativeReleaseOutcome.Deferred)
{
_report = new GameWindowLifetimeReport(
GameWindowLifetimeStatus.CompleteWithDeferredNativeRelease,
"native window",
_report.CleanupFailures,
null);
}
else if (nativeFailure is not null)
{
_report = new GameWindowLifetimeReport(
GameWindowLifetimeStatus.AbandonedIncomplete,
"native window",
_report.CleanupFailures,
nativeFailure);
}
else
{
ReleaseCompletedRoots();
}
}
return _report;
}
private void EnsureTransaction()
{
if (_transaction is not null)
return;
_transaction = _injectedTransactionFactory?.Invoke()
?? GameWindowShutdownManifest.Create(
_roots ?? throw new InvalidOperationException(
"Shutdown roots must publish before completion starts."));
}
private enum NativeReleaseOutcome
{
Released,
Deferred,
Failed,
}
private (NativeReleaseOutcome Outcome, Exception? Error) ReleaseNativeWindow()
{
if (_nativeReleaseAttempted)
return (NativeReleaseOutcome.Released, null);
if (_isNativeRenderLoopArmed?.Invoke() == true)
{
// #343: Silk's ViewImplementationBase.Reset() (called from its
// Dispose()) throws "You cannot call `Reset` inside of the
// render loop!" when its internal render-loop guard is still
// set — which happens whenever a render/update frame callback
// threw without reaching its own reset line. Calling Dispose()
// here would trade the exception that actually wounded the loop
// for that unrelated Silk guard exception. Request a close as a
// courtesy and defer the physical release instead of disposing
// into that throw; this is a one-shot decision for this native
// window, matching every other release outcome below.
try
{
_requestNativeClose?.Invoke();
}
catch
{
// Best-effort only — the deferred outcome does not depend on
// this succeeding, and the native window's own exception
// must never become the reported failure here.
}
_nativeReleaseAttempted = true;
return (NativeReleaseOutcome.Deferred, null);
}
_nativeReleaseAttempted = true;
try
{
_nativeWindow?.Dispose();
_nativeWindow = null;
return (NativeReleaseOutcome.Released, null);
}
catch (Exception error)
{
return (NativeReleaseOutcome.Failed, error);
}
}
private void ReleaseCompletedRoots()
{
// The native event source is now gone, so even reportable physical-edge
// failures can no longer call back. Terminal failures deliberately do
// not take this path: their exact owner graph stays rooted for safety
// and diagnosis.
_transaction = null;
_roots = null;
}
private void AbandonRetainedRootsAfterTerminalFailure()
{
RetailUiRuntimeLease? retainedUi = _roots?.Live.RetailUi;
if (retainedUi?.HasDisposalFailure == true)
retainedUi.AbandonAfterTerminalFailure();
}
}
internal static class GameWindowShutdownManifest
{
public static ResourceShutdownTransaction Create(GameWindowShutdownRoots roots)
{
ArgumentNullException.ThrowIfNull(roots);
IngressShutdownRoots ingress = roots.Ingress;
FrameShutdownRoots frame = roots.Frame;
LiveShutdownRoots live = roots.Live;
RenderShutdownRoots render = roots.Render;
PlatformShutdownRoots platform = roots.Platform;
return new ResourceShutdownTransaction(
new ResourceShutdownStage("host and session barriers",
[
Hard("host quiescence", ingress.HostQuiescence.StopAccepting),
Hard("combat command slot", ingress.CombatCommands.Deactivate),
Hard("diagnostic command slot", ingress.DiagnosticCommands.Deactivate),
Hard("retained gameplay", () => ingress.RetainedGameplay?.Deactivate()),
Hard("gameplay actions", () => ingress.GameplayActions?.Deactivate()),
Hard("camera pointer", () => ingress.CameraPointer?.Deactivate()),
Hard("dispatcher", () => ingress.Dispatcher?.Deactivate()),
Hard("mouse source", () => ingress.MouseSource?.Deactivate()),
Hard("keyboard source", () => ingress.KeyboardSource?.Deactivate()),
Hard("retained UI input", ingress.RetailUi.QuiesceInput),
Hard("game runtime session", ingress.Runtime.StopSession),
]),
new ResourceShutdownStage("physical ingress cleanup",
[
Soft("retained gameplay", () => DisposeRetainedGameplay(ingress.RetainedGameplay)),
Soft("gameplay actions", () => DisposeGameplayActions(ingress.GameplayActions)),
Soft("retained UI input", ingress.RetailUi.DeactivateInput),
Soft("camera pointer", () => DisposeCameraPointer(ingress.CameraPointer)),
Soft("dispatcher", () => DisposeDispatcher(ingress)),
Soft("mouse source", () => DisposeMouseSource(ingress.MouseSource)),
Soft("keyboard source", () => DisposeKeyboardSource(ingress.KeyboardSource)),
Soft("native window callbacks", () => DisposeWindowCallbacks(ingress.WindowCallbacks)),
]),
new ResourceShutdownStage("plugin host",
[
Hard("plugins", () => ingress.Plugins?.Dispose()),
]),
new ResourceShutdownStage("frame borrowers",
[
Hard("world frame composition", () => frame.FrameGraphPublication?.Dispose()),
Hard("frame-root bindings", () => frame.FrameBindings?.Dispose()),
Hard("session/player bindings", () => frame.SessionBindings?.Dispose()),
]),
new ResourceShutdownStage("session dependents",
[
Hard("interaction/UI late bindings", () => frame.InteractionBindings?.Dispose()),
Hard("mouse capture", () => live.CameraPointer?.ReleaseMouseLookAfterSessionRetirement()),
Hard("retail UI", () => DisposeRetailUi(live.RetailUi)),
Hard("magic runtime", () => live.Magic?.Dispose()),
Hard("item interaction", () => live.ItemInteraction?.Dispose()),
Hard("external containers", () => live.ExternalContainers?.Dispose()),
Hard("streamer", () => live.Streamer?.Dispose()),
Hard("equipped children", () => live.EquippedChildren?.Dispose()),
]),
new ResourceShutdownStage("live entities",
[
Hard("live entity runtime", () => live.LiveEntities?.Clear()),
Hard(
"shadow render scene",
() => live.RenderSceneShadow?.Dispose()),
]),
new ResourceShutdownStage("effect dispatch edges",
[
Hard("live-presentation bindings", () => live.PresentationBindings?.Dispose()),
Hard("entity-effect advance source", () =>
{
if (live.EntityEffects is { } effects)
live.EffectAdvance.Unbind(effects);
live.EffectAdvance.Deactivate();
}),
Hard("animation-hook registrations", () => DisposeHookRegistrations(live.HookRegistrations)),
]),
new ResourceShutdownStage("live entity dependents",
[
Hard("live lights", () => live.LiveLights?.Dispose()),
Hard("live presentation", () => live.LivePresentation?.Dispose()),
Hard("effect network state", () =>
{
live.EntityEffects?.ClearNetworkState();
live.AnimationHookFrames?.Clear();
live.EffectPoses.Clear();
}),
Hard("audio", () => DisposeAudio(live.Audio)),
]),
new ResourceShutdownStage("submitted GPU work",
[
Hard("frame flight drain", () => render.FrameFlights?.WaitForSubmittedWork()),
]),
new ResourceShutdownStage("render frontends",
[
Hard("portal tunnel", () =>
{
render.LocalTeleport?.Dispose();
render.PortalTunnelFallback.ReleaseFallback();
}),
Hard("paperdoll viewport", () => render.Paperdoll?.Dispose()),
Hard(
"creature appraisal viewport",
() => render.CreatureAppraisal?.Dispose()),
Hard("chargen preview control", () => render.ChargenPreviewController?.Dispose()),
Hard("chargen preview viewport", () => render.ChargenPreview?.Dispose()),
Hard("mesh draw dispatcher", () => render.DrawDispatcher?.Dispose()),
Hard("environment cells", () => render.EnvironmentCells?.Dispose()),
Hard("portal depth mask", () => render.PortalDepthMask?.Dispose()),
Hard("clip frame", () => render.ClipFrame?.Dispose()),
Hard("sky", () => render.Sky?.Dispose()),
Hard("particles", () => render.Particles?.Dispose()),
]),
new ResourceShutdownStage("game runtime root",
[
Hard("graphical runtime host lease", live.RuntimeHostLease.Dispose),
Hard("game runtime", () => DisposeGameRuntime(live.Runtime)),
]),
new ResourceShutdownStage("shared texture owners",
[
Hard("texture cache", () => render.Textures?.Dispose()),
]),
new ResourceShutdownStage("mesh adapter",
[
Hard("WB mesh adapter", () => render.MeshAdapter?.Dispose()),
]),
new ResourceShutdownStage("remaining render owners",
[
Hard("terrain", () => render.Terrain?.Dispose()),
Hard("scene lighting", () => render.SceneLighting?.Dispose()),
Hard("debug lines", () => render.DebugLines?.Dispose()),
Hard("text renderer", () => render.TextRenderer?.Dispose()),
Hard("debug font", () => render.DebugFont?.Dispose()),
Hard("frame pacing", render.FramePacing.Dispose),
Hard("frame profiler", render.FrameProfiler.Dispose),
Hard("GPU device (RHI)", () => render.GpuDevice?.Dispose()),
]),
new ResourceShutdownStage("dedicated render resources",
[
Hard("terrain atlas", render.DedicatedResources.ReleaseTerrainAtlas),
]),
new ResourceShutdownStage("failed render construction cleanup",
[
Hard("resource construction ledger", render.ConstructionCleanup.Dispose),
]),
new ResourceShutdownStage("frame flight owner",
[
Hard("frame flights", () => render.FrameFlights?.Dispose()),
]),
new ResourceShutdownStage("content mappings",
[
Hard("prepared asset source", () => platform.PreparedAssets?.Dispose()),
Hard("DAT collection", () => platform.Dats?.Dispose()),
]),
new ResourceShutdownStage("input context",
[
Hard("input context", () => platform.Input?.Dispose()),
]),
new ResourceShutdownStage("graphics API context",
[
Hard("graphics API", () => platform.Graphics?.Dispose()),
]));
}
private static ResourceShutdownOperation Hard(string name, Action action) =>
new(name, action);
private static ResourceShutdownOperation Soft(string name, Action action) =>
new(name, action, ResourceShutdownOperationPolicy.ReportAndContinue);
private static void DisposeGameRuntime(GameRuntime runtime)
{
runtime.Dispose();
GameRuntimeOwnershipSnapshot ownership = runtime.CaptureOwnership();
if (!ownership.IsConverged)
{
throw new InvalidOperationException(
"The canonical game runtime did not converge after disposal.");
}
}
private static void DisposeRetainedGameplay(RetainedUiGameplayBinding? binding)
{
if (binding is null)
return;
binding.Dispose();
if (!binding.IsDisposalComplete)
throw new InvalidOperationException("Retained gameplay callback removal remains pending.");
}
private static void DisposeGameplayActions(GameplayInputActionRouter? actions)
{
if (actions is null)
return;
actions.Dispose();
if (!actions.IsDisposalComplete)
throw new InvalidOperationException("Gameplay action callback removal remains pending.");
}
private static void DisposeCameraPointer(CameraPointerInputController? pointer)
{
if (pointer is null)
return;
pointer.Dispose();
if (!pointer.IsDisposalComplete)
throw new InvalidOperationException("Camera pointer callback removal remains pending.");
}
private static void DisposeDispatcher(IngressShutdownRoots roots)
{
InputDispatcher? dispatcher = roots.Dispatcher;
if (dispatcher is null)
return;
roots.MovementInput.Unbind(dispatcher);
roots.CameraInput.Unbind(dispatcher);
dispatcher.Dispose();
if (!dispatcher.IsDisposalComplete)
throw new InvalidOperationException("Input dispatcher source removal remains pending.");
}
private static void DisposeMouseSource(SilkMouseSource? source)
{
if (source is null)
return;
source.Dispose();
if (!source.IsDisposalComplete)
throw new InvalidOperationException("Mouse source callback removal remains pending.");
}
private static void DisposeKeyboardSource(SilkKeyboardSource? source)
{
if (source is null)
return;
source.Dispose();
if (!source.IsDisposalComplete)
throw new InvalidOperationException("Keyboard source callback removal remains pending.");
}
private static void DisposeWindowCallbacks(SilkWindowCallbackBinding? binding)
{
if (binding is null)
return;
binding.Dispose();
if (!binding.IsDisposalComplete)
throw new NativeWindowCallbackCleanupDeferredException();
}
private static void DisposeRetailUi(RetailUiRuntimeLease lease)
{
lease.Dispose();
if (!lease.IsDisposalComplete)
throw new InvalidOperationException("The retained UI ownership lease did not complete disposal.");
}
private static void DisposeHookRegistrations(AnimationHookRegistrationSet? registrations)
{
if (registrations is null)
return;
registrations.Dispose();
if (!registrations.IsCleanupComplete)
throw new InvalidOperationException("Animation-hook registration cleanup remains pending.");
}
private static void DisposeAudio(OpenAlAudioEngine? engine)
{
if (engine is null)
return;
engine.Dispose();
if (!engine.IsDisposalComplete)
throw new InvalidOperationException("OpenAL native-resource cleanup remains pending.");
}
}