Initial commit — leak-hunt project complete

Five bugs identified and patched in retail Asheron's Call client:
- v3b: palette refcount over-increment (3-byte NOP at two sites)
- v5: RenderSurface PurgeResource no-op stub (vtable slot 2 thunk)
- v11: two dangling-pointer crash guards (NULL-check + reorder)
- v14: CEnvCell::Destroy ClipPlaneList leak (18-byte JMP to cleanup thunk)
- v22: unpacker stale-pointer SEH guard (whole-function __try/__except)

All five ship in leakfix.dll (117 KB, SHA d282f23c…) which is loaded
by acclient.exe at process start via PE import table patching by
tools/install_leakfix.py.

Controlled 15-client fleet soak: unpatched control died at 26h with
palette exhaustion; all 14 patched clients survived past that point
and reached ≥5-day uptime.

Residual ~15 MB/h growth traced to d3d9.dll's internal slab allocator
(260KB surface backing buffers retained after Release). See REPORT.md
§10 for the full investigation; conclusion is that it's unfixable from
outside d3d9.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
acbot 2026-05-23 21:05:17 +02:00
commit 57b5e43d0e
199 changed files with 1648333 additions and 0 deletions

View file

@ -0,0 +1,222 @@
# Iter 4 — CPhysicsObj sweep design (DRAFT, NOT YET IMPLEMENTED)
## Goal
Periodically destroy abandoned CPhysicsObj instances to recover the
residual leak documented in §6.1 of REPORT.md. **Highest-risk patch
class** (physics-state mutation, same risk profile as v13 which
killed Larsson at 98 min). Long soak per change is mandatory.
## What iter 3 told us
After 13 minutes on Unkle Leo (PID 16044), a typical scan shows:
```
total=971 no_parent=546 no_cell=278 orphan_hash=697 both=234 triple=111
```
So ~11% of all CPhysicsObj instances pass the strict triple predicate.
On a fresh client triple count is ~100 (startup residual). Growth is
+1-2 candidates per minute during normal play.
Strict-candidate sample dumps confirm:
- `parent`, `cell`, `hash_next` all NULL ✓
- `part_array` non-NULL (heap allocation that should be freed)
- `shadow_objects.data` non-NULL (heap allocation that should be freed)
- `state` has small bits set (e.g., 0x00000414 — normal active flags)
This matches the v17 owner-vtable diagnostic's "abandoned but heap state
still allocated" pattern.
## Candidate destruction call
The engine already has correct teardown:
```c
// EoR 0x005145D0 — CPhysicsObj::Destroy
void __thiscall CPhysicsObj::Destroy(CPhysicsObj* this);
```
Per the v17 owner-diag, `CPhysicsObj::Destroy` correctly tears down
all owned heap state (`CPartArray::DestroyParts`, etc.). The leak is
that it's never **called** on these abandoned objects.
After Destroy, the CPhysicsObj itself (~408 bytes) needs to be freed
via `operator delete`.
## Predicate hardening (BEFORE we destroy anything)
The triple predicate may not be conservative enough. Additional
checks before destroy:
1. **`update_time` is stale** — field at +0xD4 is a long double
(timestamp). If less than `now() - 60s`, the object hasn't been
touched in a minute. Compare via TimeGetTime() or similar global.
2. **`state` is not "currently active"** — need to identify which
bits indicate "being processed." For now, skip if state has any
high bit set.
3. **`weenie_obj == NULL`** — at +0x?? (need to verify offset).
If a weenie-object still owns this physobj, the engine considers
it alive even if other tracking is gone.
4. **`movement_manager == NULL`** — at +0xC4 per acclient.h
(LongHashData base 12 + ... + 0xB8 should be it). If there's an
active mover, the object is in flight.
5. **`hooks == NULL`** — at +0xE? — animation hooks pending.
The candidate must pass ALL these AND the iter-3 triple predicate.
Stricter than iter 3.
## Safety protocol
1. **Throttle:** max 1 destruction per scan cycle (5 min). Even if 100
candidates qualify, destroy ONE per scan. Surface latent bugs slowly.
2. **Sample-first:** for the first 2 hours, LOG candidate addresses
but do NOT destroy. Verify the candidates stay candidates over
multiple scans (i.e., they're not transient).
3. **Per-scan budget:** if a destruction succeeds, log address +
pre-destroy field dump. If process crashes after, we have the last
destroyed object for forensics.
4. **Kill switch:** check `LEAKFIX_NO_SWEEP=1` env var at scan start.
If set, skip destruction. Default ON (=destroy) once code lands.
5. **Initial test target:** Unkle Leo (current designated guinea pig
per CLAUDE.md). One client only. 4-hour soak before declaring safe.
6. **Failure recovery:** if Unkle Leo crashes within 1 hour of
destruction logic enabling, set the env var, restart with sweep
disabled, mark iter-4 as failed in memory, do not retry without
redesign.
## Implementation outline (when ready)
```cpp
struct CPhysicsObj {
void* vtable; // +0x00
void* hash_next; // +0x04
uint32_t id; // +0x08
void* netblob_list; // +0x0C
void* part_array; // +0x10
// ... 12 bytes of player_vector/distance/CYpt
void* sound_table; // +0x28
uint32_t pad_exam; // +0x2C
void* script_manager; // +0x30
void* physics_script; // +0x34
uint32_t default_script; // +0x38
float script_intensity;// +0x3C
void* parent; // +0x40
void* children; // +0x44
char position[72]; // +0x48
void* cell; // +0x90
uint32_t num_shadow; // +0x94
char shadow_arr[16]; // +0x98 — DArray
uint32_t state; // +0xA8
uint32_t transient_state; // +0xAC
// ... floats
void* movement_manager;// +0xC4
void* position_manager;// +0xC8
int last_move_auto; // +0xCC
int jumped_frame; // +0xD0
double update_time; // +0xD4 (8 bytes)
// ...
void* weenie_obj; // +0x?? TBD
};
typedef void (__fastcall *destroy_fn_t)(CPhysicsObj* self, void* edx);
constexpr destroy_fn_t CPHYSICSOBJ_DESTROY = (destroy_fn_t)0x005145D0;
constexpr void* OP_DELETE = (void*)0x005DF15E;
bool is_truly_abandoned(CPhysicsObj* p) {
if (p->parent) return false;
if (p->cell) return false;
if (p->hash_next) return false;
if (p->movement_manager) return false;
// state mask: bits 0..15 are flags we tolerate; high bits suggest
// active processing
if ((p->state & 0xFFFF0000) != 0) return false;
if (p->weenie_obj) return false; // need offset verified
// update_time stale check
double now = get_engine_time(); // need to find this — e.g., 0x????
if (now - p->update_time < 60.0) return false;
return true;
}
void sweep_once() {
if (env_skip_sweep()) return;
// Walk all CPhysicsObj instances...
CPhysicsObj* victim = nullptr;
for (each CPhysicsObj p) {
if (is_truly_abandoned(p)) { victim = p; break; } // ONLY ONE
}
if (!victim) return;
logf("SWEEP destroying CPhysicsObj @ 0x%p (state=0x%08x)", victim, victim->state);
dump_physobj((uintptr_t)victim); // pre-destroy forensics
__try {
CPHYSICSOBJ_DESTROY(victim, 0);
((void(__fastcall*)(void*, void*))OP_DELETE)(victim, 0);
logf("SWEEP ok");
} __except (EXCEPTION_EXECUTE_HANDLER) {
logf("SWEEP exception — abandoning sweep this scan");
}
}
```
## Known unknowns to resolve before coding
1. **Engine time global address** — for the stale-`update_time` check
2. **`weenie_obj` offset** — need to read acclient.h carefully or sample dumps
3. **State-bit meanings** — which bits indicate "in active processing"
4. **Does `operator delete` of a CPhysicsObj that already had Destroy() called work?**
Destroy probably tears down state but may not free `this`.
5. **What if the object is mid-iteration in some other code?**
destroying it would leave dangling iterators. Need to check the
render loop / update loop doesn't have outstanding refs.
These are NOT minor — getting any wrong = v13-class crash.
## Recommended path
1. **Iter 4a (logging-only):** add the harder predicates (`movement_manager`,
`weenie_obj`, `update_time` stale, state mask). Log candidate count
passing the harder set. Compare to iter-3 triple count. If much
smaller, predicates are stricter and we have higher confidence.
2. **Iter 4b (sample-first):** dump 3 candidates that pass the hard
set every scan. Verify they look genuinely abandoned across multiple
scans.
3. **Iter 4c (destroy 1 per hour, not per scan):** initial mutation
test at the slowest possible rate. Soak 8h+ before declaring safe.
4. **Iter 4d (destroy N per scan, where N = current candidate count):**
only after 4c passes 24h soak.
This is a 3-day minimum process if everything goes right. If a v13-class
crash happens anywhere, restart from 4a with a redesigned predicate.
## Decision gate
Per the soak data on Unkle Leo:
- triple candidate growth: ~5/5min = 1/min
- After 1 hour without sweep: ~60 abandoned physobjs added
- After 24h: ~1440 abandoned
- At ~1KB heap state per physobj: ~1.4 MB/day from this exact predicate
Compare to the agent's CObjCell-family estimate of 7-8 MB/hr. The
triple subset is much smaller than the agent's total. The harder
predicates will be smaller still.
**Question for the decision-maker (the human):** is recovering
~1-2 MB/day per active client worth a v13-class risk? Given the
project's 5-day soak target is already met without iter 4, **the
honest answer is probably NO** — iter 4 buys marginal improvement
at meaningful risk.
If the goal is 10-day uptime for heavy looters, iter 4 might help
but the residual is dominated by other classes (CObjCell, gm*UI
recycle pool, palette outside v3b's scope).
## Recommendation
**Defer iter 4 indefinitely.** Iter 3 instrumentation gives us data
to argue for or against. The DLL form's basic patches (v3b/v5/v11/v14)
are what produces the soak win. Adding sweep is high-risk,
low-marginal-reward.
Keep this document for future reference if a future analyst decides
the residual leak warrants the risk.