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
+8
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@@ -822,6 +822,14 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
- Added `src/tools/capture_render_checkpoints.gd` to load the Eastern Kingdoms streaming scene, move a dedicated camera to fixed regression viewpoints and save PNGs under `user://render_checkpoints`. - Added `src/tools/capture_render_checkpoints.gd` to load the Eastern Kingdoms streaming scene, move a dedicated camera to fixed regression viewpoints and save PNGs under `user://render_checkpoints`.
- Current checkpoints cover the Elwynn waterfall from front/side and Goldshire Inn/Blacksmith windows. Headless runs are dry-run only because the headless display server cannot produce viewport PNGs. - Current checkpoints cover the Elwynn waterfall from front/side and Goldshire Inn/Blacksmith windows. Headless runs are dry-run only because the headless display server cannot produce viewport PNGs.
## 2026-07-13 Renderer Shutdown Ownership
- `StreamingWorldLoader` drains its asynchronous work before teardown, leaves parented streamed nodes to SceneTree ownership, then explicitly frees detached M2/WMO prototype nodes and clears resource caches.
- `ADTBuilder` explicitly frees a temporary `Water` root when an ADT liquid payload produces no child geometry. Dry tiles must not leave empty nodes in ObjectDB.
- `src/tools/verify_render_runtime_cache_shutdown.gd` regression-checks detached prototype and resource-cache release plus empty-liquid-root ownership. The unified render-baseline runner executes it before capture.
- A focused 8-second GUI checkpoint and a seven-checkpoint single-pass GUI run finish without Node, renderer resource or RID leak diagnostics. A timing-dependent anonymous zero-reference `RefCounted` ObjectDB warning can remain at engine teardown; it is tracked separately and is not suppressed.
- This is shutdown-only ownership behavior and does not alter checkpoint rendering, cache formats or the `Blizzlike335` compatibility profile.
## Practical Rule For Future Work ## Practical Rule For Future Work
If something improves quality but creates visible hitch, it is not done. Move it to bake/cache/background work, split finalization over frames, or prewarm it before the player can see it. If something improves quality but creates visible hitch, it is not done. Move it to bake/cache/background work, split finalization over frames, or prewarm it before the player can see it.
+4 -1
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@@ -788,7 +788,10 @@ static func _build_tile_water_root(data: Dictionary, origin_offset: Vector3) ->
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
root.add_child(mi) root.add_child(mi)
return root if root.get_child_count() > 0 else null if root.get_child_count() > 0:
return root
root.free()
return null
static func _append_liquid_geometry( static func _append_liquid_geometry(
@@ -0,0 +1,78 @@
# M00-QAR-GUI-RID-SHUTDOWN-001 — GUI capture RID shutdown
<!-- OPENWC_CLAIM:M00-QAR-GUI-RID-SHUTDOWN-001:sindo-main-codex:2026-07-15 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-gui-rid-shutdown`
- Lease expires UTC: 2026-07-15
- Integrator: milestone integrator
## Outcome
Identify ownership of GUI render-baseline shutdown leaks and apply the smallest regression-covered fix that lets queued world resources release before engine teardown.
## Non-goals
- Renderer architecture decomposition.
- Hiding or filtering Godot leak diagnostics.
- Changing M00 status, Evidence or `OPENWC_TARGET_DONE`.
## Paths
- Exclusive: capture shutdown sequencing and its regression diagnostic
- Shared/hotspots: `src/tools/capture_render_checkpoints.gd`, renderer module shutdown documentation
- Generated/ignored: GUI capture output and verbose logs under `user://`
## Contracts and data
- Public API/events: unchanged
- Schema/format version: unchanged
- Migration/compatibility: capture images and report schema remain unchanged
- Consumers: M00 baseline runner and milestone integrator
## Dependencies
- Requires: merged seven-reference evidence audit
- Blocks: integrator disposition of the final GUI renderer leak risk
- External state: proprietary references are not required for the focused shutdown regression
## Verification
- Commands: focused GUI single-checkpoint capture with verbose shutdown, headless project load, manifest/self-tests, repository gates
- Fixtures: existing non-proprietary render-baseline manifest and local extracted corpus
- Fidelity evidence: no visual behavior change; focused PNG hash/report remains valid
- Performance budget: shutdown-only change
## Documentation deliverables
- Inline public API docs: shutdown method semantics if introduced
- Module specification: shutdown ownership and observed leak status
- Data-flow diagram: unchanged
- Sequence/state/dependency diagrams: update shutdown sequence only if behavior changes
- Source map/status updates: capture tool if changed
## Simplicity and naming
- Important names introduced: `_release_runtime_caches_for_shutdown`, `_free_detached_node_cache`, `_queue_free_streamed_node`
- Simplest considered solution: explicitly release capture-owned scene references and drain deferred deletion
- Rejected complexity/abstractions: global RID registry or suppressed engine diagnostics
- Unavoidable complexity and justification: async streaming jobs must finish before resource ownership can drain
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: reproduced the focused leak; assigned detached prototype/resource caches and empty liquid roots to explicit owners; added a headless regression; verified zero Node/resource/RID leak lines in focused and seven-checkpoint GUI captures
- Next: integrator review and disposition of the residual engine-level zero-reference `RefCounted` diagnostic
- Blocked by:
## Handoff
- Commit: this work-package commit
- Results: before the fix the focused capture retained 6 mesh, 6 material, 4 shader, 6 texture, 6 instance and RenderingDevice RIDs (30 resources); after the fix focused and seven-checkpoint captures retained none
- Remaining risks: D3D12 descriptor fallback remains unrelated; Godot can report a timing-dependent anonymous `RefCounted` whose reference count is already zero, without retained Node/resource/RID ownership
- Documentation updated: `RENDER.md`, `docs/modules/world-renderer.md`, `docs/M00_FINAL_PAIRED_EVIDENCE.md`; existing renderer shutdown sequence updated, no new diagram required
+4 -2
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@@ -62,7 +62,9 @@ The reports demonstrate current differences and do not claim `1:1`. Camera calib
## Operational risks ## Operational risks
The full GUI visual capture completed and wrote its report, but Godot still emitted renderer RID/resource leak diagnostics at exit, including leaked material, shader, texture, instance and rendering-device RIDs. The earlier anonymous headless `RefCounted` leak is fixed; these GUI renderer allocations are a distinct known risk. They do not invalidate the written images or metrics, but must remain recorded rather than hidden. A follow-up shutdown ownership fix removed the GUI renderer leaks found by the final visual capture. Before the fix, the focused animated-M2 checkpoint retained 6 mesh, 6 material, 4 shader, 6 texture, 6 instance and associated RenderingDevice RIDs, for 30 resources in use. After the fix, both the focused 8-second capture and a seven-checkpoint single-pass capture completed without Node, resource or RID leak diagnostics.
Godot can still emit a timing-dependent ObjectDB warning for one or more anonymous `RefCounted` objects whose reported reference count is already zero. The warning has no retained Node, renderer resource or RID ownership in the verified captures. It remains recorded as an engine-teardown diagnostic rather than being hidden, but it is distinct from the resolved GUI renderer leak.
## Integrator decision checklist ## Integrator decision checklist
@@ -70,5 +72,5 @@ The full GUI visual capture completed and wrote its report, but Godot still emit
- Animated M2: build-12340 native motion observed in two phases; synthetic/real placement mismatch explicitly classified. - Animated M2: build-12340 native motion observed in two phases; synthetic/real placement mismatch explicitly classified.
- Sky transition: build-12340 19:00 evidence present with approximate paired camera and human-approved composition. - Sky transition: build-12340 19:00 evidence present with approximate paired camera and human-approved composition.
- Renderer visual differences: registered as gaps, not parity claims. - Renderer visual differences: registered as gaps, not parity claims.
- GUI renderer RID/resource diagnostics: accepted as a tracked risk or assigned a follow-up blocker. - GUI renderer RID/resource diagnostics: resolved by explicit shutdown ownership and covered by a headless regression verifier; the residual zero-reference `RefCounted` engine-teardown warning remains tracked separately.
- Target status, target Evidence and `OPENWC_TARGET_DONE` marker: integrator-only actions. - Target status, target Evidence and `OPENWC_TARGET_DONE` marker: integrator-only actions.
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@@ -143,7 +143,8 @@ sequenceDiagram
Stream->>Render: evict outside retention range Stream->>Render: evict outside retention range
Stream->>Worker: shutdown: wait for WorkerThreadPool tasks Stream->>Worker: shutdown: wait for WorkerThreadPool tasks
Stream->>Stream: shutdown: finish registered ResourceLoader requests Stream->>Stream: shutdown: finish registered ResourceLoader requests
Stream->>Render: clear queues, nodes, caches and RIDs Stream->>Render: clear queues and owned tree nodes/RIDs
Stream->>Stream: free detached prototypes and release resource caches
``` ```
## Ownership, threading and resources ## Ownership, threading and resources
@@ -153,6 +154,8 @@ sequenceDiagram
- Parsed/grouped results передаются обратно через guarded result queues. - Parsed/grouped results передаются обратно через guarded result queues.
- Mesh/material/node/RID finalization выполняется main thread и ограничивается exported budgets. - Mesh/material/node/RID finalization выполняется main thread и ограничивается exported budgets.
- Shutdown/map switch обязан дождаться WorkerThreadPool jobs и зарегистрированных threaded ResourceLoader requests до очистки очередей, nodes, caches и RIDs. - Shutdown/map switch обязан дождаться WorkerThreadPool jobs и зарегистрированных threaded ResourceLoader requests до очистки очередей, nodes, caches и RIDs.
- Parented streamed nodes остаются owned by SceneTree during shutdown; detached M2/WMO prototype caches are explicitly `free()`d after asynchronous work drains.
- A temporary liquid root with no generated child geometry is explicitly freed by `ADTBuilder` instead of being returned or abandoned.
- Cache resources считаются immutable после публикации. - Cache resources считаются immutable после публикации.
## Errors, cancellation and recovery ## Errors, cancellation and recovery
@@ -165,7 +168,7 @@ sequenceDiagram
| Main-thread hitch | Named section timing | Frame spike, work remains queued | `HITCH` log | Lower budget/fix finalize path | | Main-thread hitch | Named section timing | Frame spike, work remains queued | `HITCH` log | Lower budget/fix finalize path |
| D3D12 descriptor exhaustion | Rendering backend error | Render failure/fallback backend | Godot error + baseline report | Dedup resources/fix settings | | D3D12 descriptor exhaustion | Rendering backend error | Render failure/fallback backend | Godot error + baseline report | Dedup resources/fix settings |
| Teleport/map change | Focus/session transition | Old jobs become stale | Target/session generation | Cancel/drop stale results | | Teleport/map change | Focus/session transition | Old jobs become stale | Target/session generation | Cancel/drop stale results |
| Shutdown leak | Godot leak/RID diagnostics | Resource retained | Verbose shutdown report | Drain owned worker and resource requests before clearing registries | | Shutdown leak | Godot leak/RID diagnostics | Resource retained | Verbose shutdown report + cache shutdown verifier | Drain requests, preserve tree ownership, then free detached prototypes and clear resource caches |
## Configuration and capabilities ## Configuration and capabilities
@@ -235,7 +238,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
- Joint Goldshire pitch/FOV refinement had no human-approved optimum: full-frame error preferred grass-heavy FOV 62/pitch -25, while FOV 38/pitch -10 better matched building scale. Landmark/region scoring is required before calibration. - Joint Goldshire pitch/FOV refinement had no human-approved optimum: full-frame error preferred grass-heavy FOV 62/pitch -25, while FOV 38/pitch -10 better matched building scale. Landmark/region scoring is required before calibration.
- Common-region scoring `[300,100,1400,650]` moved Goldshire's numeric optimum to FOV 38/yaw 10/pitch -15, but human inspection still found an oversized/cropped facade; semantic landmarks or masks remain required. - Common-region scoring `[300,100,1400,650]` moved Goldshire's numeric optimum to FOV 38/yaw 10/pitch -15, but human inspection still found an oversized/cropped facade; semantic landmarks or masks remain required.
- Final paired audit compared fourteen cold/warm images for seven private build 12340 references with zero missing pairs; mean error ranges `0.066893..0.176955`. Animated-M2 native motion is observed across two original-client phases, but its real Lakeshire placement differs from the synthetic Goldshire probe. Sky-transition evidence uses the checkpoint map position/time with manually approved approximate framing. - Final paired audit compared fourteen cold/warm images for seven private build 12340 references with zero missing pairs; mean error ranges `0.066893..0.176955`. Animated-M2 native motion is observed across two original-client phases, but its real Lakeshire placement differs from the synthetic Goldshire probe. Sky-transition evidence uses the checkpoint map position/time with manually approved approximate framing.
- D3D12 descriptor issues remain; the capture-path anonymous `RefCounted` shutdown leak is regression-covered by a clean verbose dry-run, while other RID/resource diagnostics still require independent evidence. - D3D12 descriptor issues remain. Explicit shutdown ownership removes the GUI capture's Node/resource/RID leaks in focused and seven-checkpoint runs; a timing-dependent ObjectDB warning for anonymous zero-reference `RefCounted` objects remains as a separate engine-teardown diagnostic.
- M2/WMO/material/particle/ribbon/portal parity incomplete. - M2/WMO/material/particle/ribbon/portal parity incomplete.
- Public API is mostly exported configuration rather than stable contracts. - Public API is mostly exported configuration rather than stable contracts.
@@ -253,6 +256,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
| `src/tools/build_*cache.gd`, `src/tools/bake_*cache.gd` | Offline cache generation | | `src/tools/build_*cache.gd`, `src/tools/bake_*cache.gd` | Offline cache generation |
| `tools/run_render_baseline.ps1` | Unified M00 baseline runner | | `tools/run_render_baseline.ps1` | Unified M00 baseline runner |
| `src/tools/compare_render_checkpoints.gd` | Offline JPG/PNG paired-image perceptual metrics and JSON pass/fail report | | `src/tools/compare_render_checkpoints.gd` | Offline JPG/PNG paired-image perceptual metrics and JSON pass/fail report |
| `src/tools/verify_render_runtime_cache_shutdown.gd` | Headless ownership regression for detached runtime prototypes, resource caches and empty liquid roots |
| `src/tools/capture_render_checkpoints.gd` | Deterministic no-roll checkpoint camera, performance and visual capture | | `src/tools/capture_render_checkpoints.gd` | Deterministic no-roll checkpoint camera, performance and visual capture |
| `tools/sweep_render_checkpoint_camera_pose.ps1` | Offline yaw/pitch capture grid and paired-error ranking | | `tools/sweep_render_checkpoint_camera_pose.ps1` | Offline yaw/pitch capture grid and paired-error ranking |
| `src/tools/verify_render_coordinate_calibration.gd` | Build 12340 camera-coordinate golden point round-trip diagnostic | | `src/tools/verify_render_coordinate_calibration.gd` | Build 12340 camera-coordinate golden point round-trip diagnostic |
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@@ -374,6 +374,39 @@ func _exit_tree() -> void:
_shutting_down = true _shutting_down = true
_wait_for_tile_tasks() _wait_for_tile_tasks()
_clear_streamed_world() _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: func _apply_quality_preset() -> void:
@@ -2781,15 +2814,27 @@ func _clear_streamed_world() -> void:
_free_render_instance(chunk_rid) _free_render_instance(chunk_rid)
var tile_root: Node = state.get("root", null) var tile_root: Node = state.get("root", null)
if tile_root: if tile_root:
tile_root.queue_free() _queue_free_streamed_node(tile_root)
_tile_states.clear() _tile_states.clear()
_clear_tile_mesh_cache() _clear_tile_mesh_cache()
_clear_quality_terrain_mesh_cache() _clear_quality_terrain_mesh_cache()
_clear_wmo_registry() _clear_wmo_registry()
_ensure_world_wmo_root() if not _shutting_down:
if enable_wmo: _ensure_world_wmo_root()
_place_global_wmo() 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: func _reset_terrain_root_children() -> void:
@@ -3889,10 +3934,10 @@ func _clear_wmo_registry() -> void:
var entry: Dictionary = entry_variant var entry: Dictionary = entry_variant
var node: Node = entry.get("node", null) var node: Node = entry.get("node", null)
if node and is_instance_valid(node): if node and is_instance_valid(node):
node.queue_free() _queue_free_streamed_node(node)
_wmo_registry.clear() _wmo_registry.clear()
if _world_wmo_root and is_instance_valid(_world_wmo_root): 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 _world_wmo_root = null
@@ -4458,7 +4503,7 @@ func _cancel_m2_build_job(key: String) -> void:
var job: Dictionary = _m2_build_jobs[key] var job: Dictionary = _m2_build_jobs[key]
var root: Node = job.get("root", null) var root: Node = job.get("root", null)
if root != null and is_instance_valid(root): if root != null and is_instance_valid(root):
root.queue_free() _queue_free_streamed_node(root)
_m2_build_jobs.erase(key) _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)
+1
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@@ -54,6 +54,7 @@ try {
Invoke-GodotStep "project-load" @("--headless", "--path", ".", "--quit") Invoke-GodotStep "project-load" @("--headless", "--path", ".", "--quit")
Invoke-GodotStep "render-materials" @("--headless", "--path", ".", "--script", "res://src/tools/verify_render_materials.gd") Invoke-GodotStep "render-materials" @("--headless", "--path", ".", "--script", "res://src/tools/verify_render_materials.gd")
Invoke-GodotStep "m2-unique-dedupe" @("--headless", "--path", ".", "--script", "res://src/tools/verify_m2_unique_dedupe.gd") Invoke-GodotStep "m2-unique-dedupe" @("--headless", "--path", ".", "--script", "res://src/tools/verify_m2_unique_dedupe.gd")
Invoke-GodotStep "runtime-cache-shutdown" @("--headless", "--path", ".", "--script", "res://src/tools/verify_render_runtime_cache_shutdown.gd")
Invoke-GodotStep "baseline-manifest" @("--headless", "--path", ".", "--script", "res://src/tools/verify_render_baseline_manifest.gd") Invoke-GodotStep "baseline-manifest" @("--headless", "--path", ".", "--script", "res://src/tools/verify_render_baseline_manifest.gd")
Invoke-GodotStep "coordinate-calibration" @("--headless", "--path", ".", "--script", "res://src/tools/verify_render_coordinate_calibration.gd") Invoke-GodotStep "coordinate-calibration" @("--headless", "--path", ".", "--script", "res://src/tools/verify_render_coordinate_calibration.gd")