Files
sbox-public/engine/Sandbox.Engine/Resources/Model/Model.Static.cs
Lorenz Junglas 54932b6725 (Shutdown) Leak Fixes (#4242)
* 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.
2026-03-09 17:02:27 +01:00

60 lines
1.7 KiB
C#

using NativeEngine;
namespace Sandbox;
public partial class Model
{
internal static readonly Dictionary<long, WeakReference<Model>> Loaded = new();
/// <summary>
/// Cached <see cref="Model"/> instance from native, or creates
/// </summary>
internal static Model FromNative( IModel native, bool procedural = false, string name = null )
{
if ( native.IsNull || !native.IsStrongHandleValid() )
return null;
var instanceId = native.GetBindingPtr().ToInt64();
if ( NativeResourceCache.TryGetValue<Model>( instanceId, out var model ) )
{
// If we're using a cached one we don't need this handle, we'll leak
native.DestroyStrongHandle();
return model;
}
model = new Model( native, name ?? native.GetModelName(), procedural );
NativeResourceCache.Add( instanceId, model );
// Keeping this because some legacy game loop depends on this for logic, can't be fucked solving for legacy.
Loaded[instanceId] = new WeakReference<Model>( model );
return model;
}
/// <summary>
/// Returns a static <see cref="ModelBuilder"/> instance, allowing for runtime model creation.
/// </summary>
public static ModelBuilder Builder => new();
/// <summary>
/// A cube model
/// </summary>
public static Model Cube { get; internal set; } = Load( "models/dev/box.vmdl" );
/// <summary>
/// A sphere model
/// </summary>
public static Model Sphere { get; internal set; } = Load( "models/dev/sphere.vmdl" );
/// <summary>
/// A plane model
/// </summary>
public static Model Plane { get; internal set; } = Load( "models/dev/plane.vmdl" );
/// <summary>
/// An error model
/// </summary>
public static Model Error { get; internal set; } = Load( "models/dev/error.vmdl" );
}