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>
This commit is contained in:
Erik 2026-07-18 21:35:16 +02:00
parent 3971997689
commit 749e8ceeb1
225 changed files with 29107 additions and 3914 deletions

View file

@ -8,6 +8,7 @@ using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter;
using AcDream.Content;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
@ -23,7 +24,7 @@ namespace AcDream.App.Rendering;
/// </summary>
public sealed class EquippedChildRenderController : IDisposable
{
private readonly DatCollection _dats;
private readonly IDatReaderWriter _dats;
private readonly object _datLock;
private readonly ClientObjectTable _objects;
private readonly LiveEntityRuntime _liveEntities;
@ -53,7 +54,7 @@ public sealed class EquippedChildRenderController : IDisposable
}
public EquippedChildRenderController(
DatCollection dats,
IDatReaderWriter dats,
object datLock,
ClientObjectTable objects,
LiveEntityRuntime liveEntities,