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
155
src/AcDream.App/Rendering/FramePacingController.cs
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155
src/AcDream.App/Rendering/FramePacingController.cs
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using System.Diagnostics;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Deadline-based software frame pacer used only when the user disables
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/// VSync. VSync-on presentation waits in the driver's buffer swap instead.
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/// </summary>
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/// <remarks>
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/// Silk.NET's <c>FramesPerSecond</c> gate still runs its outer loop as a busy
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/// poll. This owner performs a real thread wait, bounding both render work and
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/// CPU use. A missed deadline is rebased from the current time so one slow
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/// frame cannot trigger a burst of catch-up frames.
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/// </remarks>
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internal sealed class FramePacingController
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{
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private readonly IFramePacingClock _clock;
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private readonly IFramePacingWaiter _waiter;
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private FramePacingPolicy _policy;
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private long _periodTicks;
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private long _nextDeadline;
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private bool _hasDeadline;
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public FramePacingController()
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: this(StopwatchFramePacingClock.Instance, ThreadFramePacingWaiter.Instance)
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{
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}
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internal FramePacingController(
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IFramePacingClock clock,
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IFramePacingWaiter waiter)
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{
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_clock = clock ?? throw new ArgumentNullException(nameof(clock));
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_waiter = waiter ?? throw new ArgumentNullException(nameof(waiter));
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if (_clock.Frequency <= 0)
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throw new ArgumentOutOfRangeException(nameof(clock), "Clock frequency must be positive.");
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}
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internal FramePacingPolicy Policy => _policy;
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public void Apply(FramePacingPolicy policy)
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{
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if (_policy == policy)
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return;
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_policy = policy;
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if (policy.UseVSync
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|| policy.SoftwareLimitHz is not { } limitHz
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|| !double.IsFinite(limitHz)
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|| limitHz <= 0d)
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{
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_periodTicks = 0;
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_nextDeadline = 0;
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_hasDeadline = false;
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return;
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}
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_periodTicks = Math.Max(
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1L,
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checked((long)Math.Round(_clock.Frequency / limitHz)));
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_nextDeadline = AddSaturating(_clock.GetTimestamp(), _periodTicks);
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_hasDeadline = true;
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}
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/// <summary>
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/// Wait until the current frame's presentation deadline. GameWindow wires
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/// this after its render callback and before Silk.NET's automatic swap.
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/// </summary>
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public void CompleteFrame()
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{
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if (!_hasDeadline || _periodTicks <= 0)
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return;
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long deadline = _nextDeadline;
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long now = _clock.GetTimestamp();
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if (now < deadline)
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{
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do
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{
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long remaining = deadline - now;
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_waiter.Wait(remaining, _clock.Frequency);
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now = _clock.GetTimestamp();
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}
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while (now < deadline);
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long followingDeadline = AddSaturating(deadline, _periodTicks);
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_nextDeadline = followingDeadline > now
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? followingDeadline
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: AddSaturating(now, _periodTicks);
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return;
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}
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// The frame reached or missed its deadline without waiting. Rebase
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// from now instead of advancing through old deadlines: there is never
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// an immediate catch-up frame after a stall or long portal load.
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_nextDeadline = AddSaturating(now, _periodTicks);
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}
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private static long AddSaturating(long value, long increment)
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=> value > long.MaxValue - increment
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? long.MaxValue
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: value + increment;
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}
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internal interface IFramePacingClock
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{
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long Frequency { get; }
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long GetTimestamp();
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}
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internal interface IFramePacingWaiter
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{
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void Wait(long durationTicks, long clockFrequency);
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}
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internal sealed class StopwatchFramePacingClock : IFramePacingClock
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{
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public static StopwatchFramePacingClock Instance { get; } = new();
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private StopwatchFramePacingClock()
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{
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}
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public long Frequency => Stopwatch.Frequency;
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public long GetTimestamp() => Stopwatch.GetTimestamp();
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}
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internal sealed class ThreadFramePacingWaiter : IFramePacingWaiter
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{
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public static ThreadFramePacingWaiter Instance { get; } = new();
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private ThreadFramePacingWaiter()
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{
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}
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public void Wait(long durationTicks, long clockFrequency)
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{
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if (durationTicks <= 0 || clockFrequency <= 0)
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return;
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double milliseconds = durationTicks * 1000d / clockFrequency;
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// A kernel sleep is intentionally preferred over a final spin. It can
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// overshoot a presentation deadline slightly, but it keeps normal CPU
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// use low—the central reason this fallback exists.
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int sleepMilliseconds = Math.Max(
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1,
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(int)Math.Ceiling(Math.Min(milliseconds, int.MaxValue)));
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Thread.Sleep(sleepMilliseconds);
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}
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}
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