* Kill CrashReporter before unloading steam DLL
* Properly shutdown SteamAPI on SourceEngine exit
* Smaller minidumps for retail builds
We can use a minimal minidump and still extract managed stack traces
* Remove unnecessary static singletons in MainMenu code
* Empty SceneWorld delete queues during shutdown
* Dresser cancel async load operation on destroy
* Use reflection to null references to static native resources on shutdown
This way we don't have to remember doing this manually.
* Fix SoundOcclusionSystem using static lists to reference resources
* Sound System: Use weak references to refer to scenes
* Cleanup static logging listeners that kept strong refs to panels
* UISystem Cleanup, make sure all panel/stylesheet refs are released
* RenderTarget and RenderAttributes shutdown cleanup
* Rework AvatarLoader, ThumbLoader & HTTPImageLoader Cache
First try to go through ResourceLibrary.WeakIndex which might already hold the texture.
If there is no hit, go through a second cache that caches HTTP & Steam API response bytes instead of textures.
We want to cache the response bytes rather than the actual Texture, so stuff cached sits in RAM not VRAM.
Before avatars and thumbs would reside in VRAM.
* Fix rendertarget leak in CommandList.Attr.SetValue
GetDepthTarget() / GetColorTarget() return a new strong handle (ref count +1).
We need to DestroyStrongHandle() that ref. So handles don't leak.
* Call EngineLoop.DrainFrameEndDisposables before shutdown
* NativeResourceCache now report leaks on shutdown
* Override Resource.Destroy for native resources, kill stronghandles
* Deregister SceneWorld from SceneWorld.All during destruction
* Ensure async texture loading cancels on shutdown
* SkinnedModelRender bonemergetarget deregister from target OnDisabled
* Clear shaderMaterials cache during shutdown
* Refactor Shutdown code
Mostly renaming methods from Clear() -> Shutdown()
Adding separate GlobalContext.Shutdown function (more aggressive than GlobalContext.Reset).
Clear some static input state.
* Deregister surfaces from Surface.All in OnDestroy
* RunAllStaticConstructors when loading a mount
* Advanced managed resource leak tracker enabled via `resource_leak_tracking 1`
Works by never pruning the WeakTable in NativeResourceCache.
So we can check for all resources if they are still being held on to and log a callstack.
* Defer sentry close to after native AppSystem shutdown
This ensures we still get proper error reporting during native appsystem shutdown.
* Add shutdown_crash tag so we can filter
Environment.Exit triggers DLL unloading which causes native code to callback into managed after CLR shutdown.
Use Plat_ExitProcess instead which terminates immediately without running DLL destructors.
* Stop generating solutions via -test flag add -generatesolution
* Add TestAppSystem remove Application.InitUnitTest
Avoids some hacks and also makes sure our tests are as close to a real AppSystem as possible.
* Add shutdown unit test
shuts down an re-inits the engine
* Properly dispose native resources hold by managed during shutdown
Should fix a bunch of crashes
* Fix filesystem and networking tests
* StandaloneTest does proper Game Close
* Make sure package tests clean up properly
* Make sure menu scene and resources are released on shutdown
* Report leaked scenes on shutdown
* Ensure DestroyImmediate is not used on scenes
* Fix unmounting in unit tests not clearing native refs
* Force destroy native resource on ResourceLib Clear