fix(renderer): drain threaded loads on shutdown
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# M00-QAR-CAPTURE-SHUTDOWN-001 — Capture shutdown drain
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<!-- OPENWC_CLAIM:M00-QAR-CAPTURE-SHUTDOWN-001:sindo-main-codex:2026-07-14 -->
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## Ownership
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- Target: M00
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- Program: QAR
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- Owner/Agent ID: sindo-main-codex
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- Branch: `work/sindo-main-codex/m00-capture-shutdown`
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- Lease expires UTC: 2026-07-14
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- Integrator: milestone integrator
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## Outcome
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Eliminate the reproducible capture-tool ObjectDB leak by completing owned threaded resource requests and draining deferred scene deletion before process exit.
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## Non-goals
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- Refactoring renderer resource ownership.
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- Hiding genuine RID or worker-task leaks.
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- Changing capture images, metrics, or streaming behavior.
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## Paths
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- Exclusive: capture tool shutdown sequence
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- Shared/hotspots: renderer baseline documentation
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- Generated/ignored: verbose Godot logs
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## Contracts and data
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- Public API/events: none
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- Schema/format version: unchanged
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- Migration/compatibility: none
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- Consumers: M00 baseline runner
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## Dependencies
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- Requires: reproducible verbose leak diagnostic
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- Blocks: clean M00 capture shutdown evidence
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- External state: none
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## Verification
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- Commands: identical verbose dry-run before/after, M00 dry-run, repository gates
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- Fixtures: ADT-boundary filtered capture
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- Fidelity evidence: no visual behavior change
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- Performance budget: blocking resource completion is restricted to shutdown; two SceneTree drain frames only
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## Documentation deliverables
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- Inline public API docs: shutdown rationale comment
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- Module specification: recovery/known-risk update
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- Data-flow diagram: unchanged
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- Sequence/state/dependency diagrams: shutdown sequence documented in baseline
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- Source map/status updates: baseline evidence
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## Simplicity and naming
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- Important names introduced: none
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- Simplest considered solution: await two SceneTree frames after `queue_free` and finish registered in-flight ResourceLoader requests during loader shutdown
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- Rejected complexity/abstractions: resource registry or manual child traversal
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- Unavoidable complexity and justification: deferred deletion requires frame drain
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- Measured optimization evidence: not applicable
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## Status
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- State: ready-for-review
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- Done: one leaked RefCounted reproduced; isolation attributed it to `StreamingWorldLoader`; active threaded tile request was confirmed as the retained object; all owned threaded resource registries now finish in-progress requests before clearing; two identical verbose ADT-boundary runs and the full M00 dry-run completed without ObjectDB leak diagnostics
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- Next: integrator review and merge
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- Blocked by:
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## Handoff
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- Commit: this work-package commit
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- Results: verbose filtered capture returned one report and zero `Leaked instance`/`ObjectDB instances leaked` lines on two consecutive runs; `run_render_baseline.ps1 -DryRun` passed all gates and seven checkpoints
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- Remaining risks:
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- Documentation updated: `docs/modules/world-renderer.md` shutdown sequence, ownership contract, recovery table and known-risk status
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@@ -141,6 +141,9 @@ sequenceDiagram
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Stream->>Budget: enqueue finalize operations
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Budget->>Render: attach bounded terrain/M2/WMO/liquid work
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Stream->>Render: evict outside retention range
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Stream->>Worker: shutdown: wait for WorkerThreadPool tasks
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Stream->>Stream: shutdown: finish registered ResourceLoader requests
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Stream->>Render: clear queues, nodes, caches and RIDs
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```
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## Ownership, threading and resources
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@@ -149,7 +152,7 @@ sequenceDiagram
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- Worker tasks не должны менять SceneTree и shared Resource concurrently.
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- Parsed/grouped results передаются обратно через guarded result queues.
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- Mesh/material/node/RID finalization выполняется main thread и ограничивается exported budgets.
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- Shutdown/map switch обязан отменить/дождаться jobs и освободить RIDs; M00 всё ещё фиксирует leaked-resource risk.
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- Shutdown/map switch обязан дождаться WorkerThreadPool jobs и зарегистрированных threaded ResourceLoader requests до очистки очередей, nodes, caches и RIDs.
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- Cache resources считаются immutable после публикации.
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## Errors, cancellation and recovery
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@@ -162,7 +165,7 @@ sequenceDiagram
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| Main-thread hitch | Named section timing | Frame spike, work remains queued | `HITCH` log | Lower budget/fix finalize path |
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| D3D12 descriptor exhaustion | Rendering backend error | Render failure/fallback backend | Godot error + baseline report | Dedup resources/fix settings |
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| Teleport/map change | Focus/session transition | Old jobs become stale | Target/session generation | Cancel/drop stale results |
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| Shutdown leak | Godot leak/RID diagnostics | Resource retained | Shutdown report | Ownership cleanup before DONE |
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| Shutdown leak | Godot leak/RID diagnostics | Resource retained | Verbose shutdown report | Drain owned worker and resource requests before clearing registries |
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## Configuration and capabilities
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@@ -226,7 +229,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
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- Terrain-height probe исключил under-terrain состояние для всех пяти точек; waterfall exact-XZ miss классифицирован как TriangleMesh seam/edge и подтверждён nearby sample в 2 units.
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- Camera-occluder probe не нашёл camera containment в пяти точках; paired mismatch локализован прежде всего в manual look direction/target/FOV calibration, с явным ограничением по RID-only geometry.
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- Empirical FOV sweep выявил, что checkpoint camera должна явно вызывать `make_current()`; после исправления projection ranking остаётся inconclusive из-за неизвестного manual yaw/pitch/framing reference.
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- D3D12 descriptor and shutdown RID/resource issues remain.
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- 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.
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- M2/WMO/material/particle/ribbon/portal parity incomplete.
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- Public API is mostly exported configuration rather than stable contracts.
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@@ -2073,7 +2073,7 @@ func _wait_for_tile_tasks() -> void:
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var path: String = String(pending.get("path", ""))
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if not path.is_empty():
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var status := ResourceLoader.load_threaded_get_status(path)
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if status == ResourceLoader.THREAD_LOAD_LOADED:
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if status == ResourceLoader.THREAD_LOAD_IN_PROGRESS or status == ResourceLoader.THREAD_LOAD_LOADED:
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ResourceLoader.load_threaded_get(path)
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_tile_loading_tasks.clear()
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@@ -2094,7 +2094,7 @@ func _wait_for_tile_tasks() -> void:
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if path.is_empty():
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continue
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var status := ResourceLoader.load_threaded_get_status(path)
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if status == ResourceLoader.THREAD_LOAD_LOADED:
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if status == ResourceLoader.THREAD_LOAD_IN_PROGRESS or status == ResourceLoader.THREAD_LOAD_LOADED:
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ResourceLoader.load_threaded_get(path)
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_m2_mesh_load_requests.clear()
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_m2_mesh_finalize_queue.clear()
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@@ -2105,7 +2105,7 @@ func _wait_for_tile_tasks() -> void:
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if path.is_empty():
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continue
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var status := ResourceLoader.load_threaded_get_status(path)
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if status == ResourceLoader.THREAD_LOAD_LOADED:
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if status == ResourceLoader.THREAD_LOAD_IN_PROGRESS or status == ResourceLoader.THREAD_LOAD_LOADED:
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ResourceLoader.load_threaded_get(path)
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_m2_animation_load_requests.clear()
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_m2_animation_finalize_queue.clear()
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@@ -2115,7 +2115,7 @@ func _wait_for_tile_tasks() -> void:
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if path.is_empty():
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continue
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var status := ResourceLoader.load_threaded_get_status(path)
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if status == ResourceLoader.THREAD_LOAD_LOADED:
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if status == ResourceLoader.THREAD_LOAD_IN_PROGRESS or status == ResourceLoader.THREAD_LOAD_LOADED:
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ResourceLoader.load_threaded_get(path)
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_wmo_scene_load_requests.clear()
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@@ -2124,7 +2124,7 @@ func _wait_for_tile_tasks() -> void:
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if path.is_empty():
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continue
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var status := ResourceLoader.load_threaded_get_status(path)
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if status == ResourceLoader.THREAD_LOAD_LOADED:
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if status == ResourceLoader.THREAD_LOAD_IN_PROGRESS or status == ResourceLoader.THREAD_LOAD_LOADED:
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ResourceLoader.load_threaded_get(path)
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_wmo_render_load_requests.clear()
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_wmo_render_missing_cache.clear()
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@@ -2137,7 +2137,7 @@ func _wait_for_tile_tasks() -> void:
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if path.is_empty():
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continue
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var status := ResourceLoader.load_threaded_get_status(path)
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if status == ResourceLoader.THREAD_LOAD_LOADED:
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if status == ResourceLoader.THREAD_LOAD_IN_PROGRESS or status == ResourceLoader.THREAD_LOAD_LOADED:
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ResourceLoader.load_threaded_get(path)
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_terrain_upgrade_tasks.clear()
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@@ -2148,7 +2148,7 @@ func _wait_for_tile_tasks() -> void:
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if path.is_empty():
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continue
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var status := ResourceLoader.load_threaded_get_status(path)
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if status == ResourceLoader.THREAD_LOAD_LOADED:
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if status == ResourceLoader.THREAD_LOAD_IN_PROGRESS or status == ResourceLoader.THREAD_LOAD_LOADED:
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ResourceLoader.load_threaded_get(path)
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_terrain_control_splat_cache_tasks.clear()
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@@ -2162,7 +2162,7 @@ func _wait_for_tile_tasks() -> void:
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if path.is_empty():
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continue
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var status := ResourceLoader.load_threaded_get_status(path)
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if status == ResourceLoader.THREAD_LOAD_LOADED:
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if status == ResourceLoader.THREAD_LOAD_IN_PROGRESS or status == ResourceLoader.THREAD_LOAD_LOADED:
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ResourceLoader.load_threaded_get(path)
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_terrain_splat_cache_tasks.clear()
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_terrain_splat_result_mutex.lock()
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@@ -2,6 +2,7 @@ extends SceneTree
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const DEFAULT_MANIFEST_PATH := "res://src/tools/render_baseline_manifest.json"
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const M2_NATIVE_ANIMATED_BUILDER := preload("res://addons/mpq_extractor/loaders/m2_native_animated_builder.gd")
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const SHUTDOWN_DRAIN_FRAMES := 2
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func _initialize() -> void:
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@@ -167,6 +168,10 @@ func _capture_async() -> void:
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print("RENDER_BASELINE report=%s results=%d" % [report_path, captured])
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world.queue_free()
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# SceneTree deletion is deferred. Allow the world and its queued children
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# to run their shutdown paths before engine teardown.
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for unused_frame in SHUTDOWN_DRAIN_FRAMES:
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await process_frame
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if captured <= 0:
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push_error("No checkpoints selected. --only filter was: %s" % only)
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quit(1)
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