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