fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
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225 changed files with 29107 additions and 3914 deletions
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@ -8,6 +8,7 @@ using AcDream.Core.Net.Messages;
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using AcDream.Core.Physics;
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using AcDream.Core.World;
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using DatReaderWriter;
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using AcDream.Content;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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@ -23,7 +24,7 @@ namespace AcDream.App.Rendering;
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/// </summary>
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public sealed class EquippedChildRenderController : IDisposable
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{
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private readonly DatCollection _dats;
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private readonly IDatReaderWriter _dats;
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private readonly object _datLock;
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private readonly ClientObjectTable _objects;
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private readonly LiveEntityRuntime _liveEntities;
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@ -53,7 +54,7 @@ public sealed class EquippedChildRenderController : IDisposable
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}
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public EquippedChildRenderController(
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DatCollection dats,
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IDatReaderWriter dats,
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object datLock,
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ClientObjectTable objects,
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LiveEntityRuntime liveEntities,
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