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Two bugbot findings on #5808: - Frame gate stuck on callback errors: viewhierarchy traversal or captureSurfaceViews throwing between the PixelCopy success check and the executor submit left frameInFlight = true forever, silently wedging all future captures. Wrap the post-success block in a try/finally that releases the gate unless work was successfully handed off. - Cleanup lost after executor shutdown: close() typically runs after ReplayIntegration has shut down the replay executor, so submit() returns null and the bitmap + maskRenderer were never released. Fall back to running cleanup inline in that case.
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Cursor Bugbot has reviewed your changes and found 1 potential issue.
There are 2 total unresolved issues (including 1 from previous review).
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Reviewed by Cursor Bugbot for commit f771b64. Configure here.
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Keep PixelCopy, masking, compositing, and cleanup from accessing the shared bitmap concurrently. Fixes GH-5340 Co-Authored-By: Codex <noreply@openai.com>
Re-arm the recorder's content-change gate when a capture is skipped because another frame is still in flight. This ensures the latest UI state is retried on the next capture interval. Refs GH-5340 Co-Authored-By: OpenAI Codex <noreply@openai.com>
Two bugbot findings on #5808: - Frame gate stuck on callback errors: viewhierarchy traversal or captureSurfaceViews throwing between the PixelCopy success check and the executor submit left frameInFlight = true forever, silently wedging all future captures. Wrap the post-success block in a try/finally that releases the gate unless work was successfully handed off. - Cleanup lost after executor shutdown: close() typically runs after ReplayIntegration has shut down the replay executor, so submit() returns null and the bitmap + maskRenderer were never released. Fall back to running cleanup inline in that case.
The mask branch already knows via 'submitted == null' whether the executor took ownership; the surface-view branch always hands off. Flatten to explicit finishFrame() calls on the two failure paths (mask null-submit, outer catch) instead of tracking handoff state across a try/finally.
ReplayExecutorService.submit previously returned null both when the caller was on the worker thread (task ran inline) and when the executor rejected the submission (task did NOT run). Callers had no way to tell them apart. Return a CompletedFuture sentinel for inline execution; null now means only rejection. Also narrow PixelCopyStrategy's frame-processing catch from Throwable to RuntimeException so OOM/LinkageError still propagate.
Cleanup body is already idempotent (screenshot.isRecycled check, MaskRenderer.close guards on isInitialized + isRecycled). A stray extra scheduleCleanup would just submit a no-op — not worth the AtomicBoolean.
…ose race The mock executor closed the strategy on every submit(); since close() itself submits the cleanup task, this recursed close() -> scheduleCleanup() -> submit() until the stack overflowed. Close only when the mask task is submitted. The prior "does not crash" assertion was also vacuous under the frameInFlight gate (passed even with the isClosed guard removed). Assert instead that no screenshot is emitted once close() races masking, which fails if the guard in applyMaskingAndNotify is removed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
…bitmap a new capture is using finishFrame cleared frameInFlight before checking isClosed, so a new capture could take the gate and start PixelCopy into the shared screenshot while the old finishFrame went on to scheduleCleanup after close() flipped isClosed — recycling the bitmap mid-write. Re-take the gate with compareAndSet before cleaning up so the losing frame backs off. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
close() checked !frameInFlight.get() non-atomically before scheduleCleanup, so a capture racing in after the check could take the gate, see isClosed, and have its finishFrame schedule a second cleanup. Extract the shared "claim the gate, then the winner cleans up once" invariant into cleanUpIfIdle() so close() and finishFrame() use the same CAS. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
…layExecutorService inlineExecutor() returned null from submit, which under the executor's contract means "rejected" — making capture()'s null-fallback finishFrame run on top of the mask task's own finally, a double-release production never hits on the inline path. Return CompletedFuture so the fixture matches the real inline semantics. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
…current bitmap access emitLastScreenshot runs on the main thread, so the downstream consumer queues its bitmap read (JPEG compress) to the executor asynchronously. Without the gate, the next capture tick's PixelCopy.request writes into the shared screenshot while the queued read is still in flight. Submit the consumer call to the executor so it runs inline on the worker thread while the gate is held, same pattern as the masked capture path. Also fixes the close-race test mock to return CompletedFuture instead of null, matching the executor contract (same fix as inlineExecutor in cd3a7c0). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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📜 Description
Prevent concurrent access to the bitmap shared by PixelCopy and replay processing.
The strategy now drops a capture while another frame is in flight, keeps the gate held through
masking and SurfaceView compositing, suppresses last-frame emission during that work, and defers
bitmap cleanup until the outstanding PixelCopy callback completes.
💡 Motivation and Context
PixelCopy.request() returns before RenderThread finishes writing its destination. The replay
executor could therefore draw masks or SurfaceView content into the same bitmap, while close()
could recycle it before the asynchronous request completed. This could produce torn or improperly
masked frames and may contribute to native libhwui crashes.
Dropping an overlapping frame avoids blocking the main thread or allocating a second recording
bitmap. Replay time remains continuous; the previous frame is displayed longer when a capture is
dropped. This should be rare at the default 1 FPS, while sustained overload at higher frame rates
may reduce visual smoothness rather than emit a corrupt or improperly masked frame.
Fixes #5340
Refs #5340
💚 How did you test it?
Added regression coverage for requests overlapping PixelCopy, queued masking, last-frame emission,
and cleanup during an outstanding request.
📝 Checklist
🔮 Next steps