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added 3 commits
September 7, 2026 13:36
Memory leaks fixed: - HabbiconAssetManager: composed-texture cache was keyed by continuously varying fade alphas and never evicted — every emote playback minted ~20+ permanent canvas+texture chains. Alphas are now quantized to 8-unit steps and the cache is LRU-bounded at 256 entries with evicted textures destroyed. - BadgeImageManager: an unrenderable group badge kept the 250ms retry loop alive forever and leaked a Container per attempt. Failure paths now destroy the scratch container and each badge gets a bounded number of attempts before being dropped from the queue. - ExperienceData (pet XP bubble): rebuilt a Pixi Text + Container every animation frame without destroying them, because the amount guard was never armed. Now renders once per amount, destroys temporaries, and has a dispose called from PetVisualization. - AvatarStructure.getParts: pushed dynamic effect part ids into the SHARED ActivePartSet array, growing gamedata for the life of the tab. Copy-on-write before appending. - AvatarImage.dispose: releases its dynamic-part registrations from the shared geometry before nulling the structure — avatars disposed mid-effect used to pin themselves forever. - Avatar/effect download managers: listener arrays deduped (the effect one grew per action update while a library was pending). - RoomVisualization.clearHighlightArea: disposes the dropped highlight planes (leaked a pooled render texture per plane per drag move). - AvatarVisualization.dispose: disposes remaining additions (pooled game-click-target textures survived room teardown). - IsometricImageFurniVisualization: photo thumbnails the visualization itself created are now destroyed on replace/dispose via an ownership flag; shared asset-manager textures (guild badge) stay untouched. - FurnitureParticleSystem: canvas render texture destroyed with its source, AlphaFilters destroyed on dispose. - AdvancedMap.dispose: inverted guard meant the dictionary was never cleared and `disposed` stayed false (neutered SoundManager.dispose). - MusicPlayer.play: overlapping calls orphaned a 1Hz interval. Per-frame CPU: - RoomInstance.update: index-based iteration instead of getValues() array copies (~900 copied elements + 4 allocations per frame). - RoomObjectSprite filters setter: same-reference guard; furni layer update no longer allocates/assigns filters when both sides are empty — the unconditional assignment defeated the renderer's dirty-checking for every furni layer every visual update. - RoomGeometry: direction setter early-outs when unchanged (the camera effect path re-assigns it every frame forever after a shake/rotate); displacement lookup skips key building when the room has none. - AvatarImageCache.getImageContainer: shared empty defaults instead of a Map + array per body part per frame; dead double-create removed. - AssetAliasCollection: alias scan is incremental per collection — each completed figure load used to re-walk every loaded collection. - Mouse hit-testing: scratch Points instead of 2 allocations per sprite per mouse-move frame.
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