fix(M00): release GUI capture render resources

Work-Package: M00-QAR-GUI-RID-SHUTDOWN-001
Agent: sindo-main-codex
Tests: render baseline dry-run; runtime cache shutdown; comparator self-test; coordination and documentation gates
Fidelity: shutdown-only ownership fix; no visual or Blizzlike335 behavior change
This commit is contained in:
2026-07-13 11:08:30 +04:00
parent d1df794cd6
commit 09b3e87a8d
8 changed files with 231 additions and 13 deletions
+52 -7
View File
@@ -374,6 +374,39 @@ func _exit_tree() -> void:
_shutting_down = true
_wait_for_tile_tasks()
_clear_streamed_world()
_release_runtime_caches_for_shutdown()
## Frees detached prototype nodes and releases render resources owned by this
## loader after all asynchronous work has completed. Map refreshes retain these
## caches; only scene shutdown destroys them.
func _release_runtime_caches_for_shutdown() -> void:
_free_detached_node_cache(_m2_scene_cache)
_free_detached_node_cache(_m2_animated_scene_cache)
_free_detached_node_cache(_wmo_prototype_cache)
_m2_mesh_cache.clear()
_m2_static_animation_cache.clear()
_m2_missing_cache.clear()
_wmo_render_cache.clear()
_wmo_scene_resource_cache.clear()
_wmo_render_missing_cache.clear()
_wmo_scene_cache_missing.clear()
_wmo_missing_cache.clear()
_shared_tex_cache.clear()
func _free_detached_node_cache(node_cache: Dictionary) -> void:
for cached_value in node_cache.values():
if not (cached_value is Node):
continue
var cached_node := cached_value as Node
if not is_instance_valid(cached_node):
continue
if cached_node.is_inside_tree():
cached_node.queue_free()
else:
cached_node.free()
node_cache.clear()
func _apply_quality_preset() -> void:
@@ -2781,15 +2814,27 @@ func _clear_streamed_world() -> void:
_free_render_instance(chunk_rid)
var tile_root: Node = state.get("root", null)
if tile_root:
tile_root.queue_free()
_queue_free_streamed_node(tile_root)
_tile_states.clear()
_clear_tile_mesh_cache()
_clear_quality_terrain_mesh_cache()
_clear_wmo_registry()
_ensure_world_wmo_root()
if enable_wmo:
_place_global_wmo()
if not _shutting_down:
_ensure_world_wmo_root()
if enable_wmo:
_place_global_wmo()
## During world shutdown, parented nodes are recursively owned by the world
## root. Queueing them separately from `_exit_tree()` can detach them from that
## deletion and leave empty Node objects alive at engine teardown.
func _queue_free_streamed_node(node: Node) -> void:
if node == null or not is_instance_valid(node):
return
if _shutting_down and node.is_inside_tree():
return
node.queue_free()
func _reset_terrain_root_children() -> void:
@@ -3889,10 +3934,10 @@ func _clear_wmo_registry() -> void:
var entry: Dictionary = entry_variant
var node: Node = entry.get("node", null)
if node and is_instance_valid(node):
node.queue_free()
_queue_free_streamed_node(node)
_wmo_registry.clear()
if _world_wmo_root and is_instance_valid(_world_wmo_root):
_world_wmo_root.queue_free()
_queue_free_streamed_node(_world_wmo_root)
_world_wmo_root = null
@@ -4458,7 +4503,7 @@ func _cancel_m2_build_job(key: String) -> void:
var job: Dictionary = _m2_build_jobs[key]
var root: Node = job.get("root", null)
if root != null and is_instance_valid(root):
root.queue_free()
_queue_free_streamed_node(root)
_m2_build_jobs.erase(key)
@@ -0,0 +1,77 @@
extends SceneTree
const STREAMING_WORLD_LOADER := preload("res://src/scenes/streaming/streaming_world_loader.gd")
const ADT_BUILDER := preload("res://addons/mpq_extractor/loaders/adt_builder.gd")
var _failures := 0
func _initialize() -> void:
_verify_empty_water_root_ownership()
_verify_runtime_cache_ownership()
if _failures > 0:
push_error("Render runtime cache shutdown verification failed: %d issue(s)" % _failures)
quit(1)
return
print("Render runtime cache shutdown verification passed.")
quit(0)
func _verify_empty_water_root_ownership() -> void:
var node_count_before := int(Performance.get_monitor(Performance.OBJECT_NODE_COUNT))
var empty_water_root: Node3D = ADT_BUILDER.build_tile_water_scene({"chunks": []}, Vector3.ZERO)
var node_count_after := int(Performance.get_monitor(Performance.OBJECT_NODE_COUNT))
_expect(empty_water_root == null, "empty ADT liquid payload should not produce a water root")
_expect(node_count_after == node_count_before, "empty ADT liquid payload should release its temporary water root")
func _verify_runtime_cache_ownership() -> void:
var loader: Node = STREAMING_WORLD_LOADER.new()
var static_m2_prototype := Node3D.new()
var animated_m2_prototype := Node3D.new()
var wmo_prototype := Node3D.new()
loader.set("_m2_scene_cache", {"static": static_m2_prototype})
loader.set("_m2_animated_scene_cache", {"animated": animated_m2_prototype})
loader.set("_wmo_prototype_cache", {"wmo": wmo_prototype})
loader.set("_m2_mesh_cache", {"mesh": ArrayMesh.new()})
loader.set("_m2_static_animation_cache", {"static": true})
loader.set("_m2_missing_cache", {"missing": true})
loader.set("_wmo_render_cache", {"render": Resource.new()})
loader.set("_wmo_scene_resource_cache", {"scene": PackedScene.new()})
loader.set("_wmo_render_missing_cache", {"missing": true})
loader.set("_wmo_scene_cache_missing", {"missing": true})
loader.set("_wmo_missing_cache", {"missing": true})
loader.set("_shared_tex_cache", {"texture": ImageTexture.new()})
loader.call("_release_runtime_caches_for_shutdown")
_expect(not is_instance_valid(static_m2_prototype), "static M2 prototype should be freed")
_expect(not is_instance_valid(animated_m2_prototype), "animated M2 prototype should be freed")
_expect(not is_instance_valid(wmo_prototype), "WMO prototype should be freed")
for cache_name in [
"_m2_scene_cache",
"_m2_animated_scene_cache",
"_wmo_prototype_cache",
"_m2_mesh_cache",
"_m2_static_animation_cache",
"_m2_missing_cache",
"_wmo_render_cache",
"_wmo_scene_resource_cache",
"_wmo_render_missing_cache",
"_wmo_scene_cache_missing",
"_wmo_missing_cache",
"_shared_tex_cache",
]:
var cache: Dictionary = loader.get(cache_name)
_expect(cache.is_empty(), "%s should be empty after shutdown" % cache_name)
loader.free()
func _expect(condition: bool, message: String) -> void:
if condition:
return
_failures += 1
push_error(message)