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:
parent
3971997689
commit
749e8ceeb1
225 changed files with 29107 additions and 3914 deletions
154
src/AcDream.App/Rendering/PortalMeshReferenceOwner.cs
Normal file
154
src/AcDream.App/Rendering/PortalMeshReferenceOwner.cs
Normal file
|
|
@ -0,0 +1,154 @@
|
|||
using AcDream.App.Rendering.Wb;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// Owns the synthetic portal creature's mesh references. Acquisition happens
|
||||
/// only after the presentation has been published to its runtime owner, so a
|
||||
/// partial backend failure can never strand an unreachable constructor-local
|
||||
/// reference. Per-reference physical state makes both acquisition and teardown
|
||||
/// resumable without replaying successful mutations.
|
||||
/// </summary>
|
||||
internal sealed class PortalMeshReferenceOwner : IDisposable
|
||||
{
|
||||
private sealed class ReferenceState(ulong gfxObjId)
|
||||
{
|
||||
public ulong GfxObjId { get; } = gfxObjId;
|
||||
public bool Held { get; set; }
|
||||
}
|
||||
|
||||
private readonly IWbMeshAdapter _meshAdapter;
|
||||
private readonly ReferenceState[] _references;
|
||||
private bool _desired;
|
||||
private bool _disposeRequested;
|
||||
private bool _disposed;
|
||||
private bool _reconciling;
|
||||
private bool _reconcileAgain;
|
||||
|
||||
public PortalMeshReferenceOwner(
|
||||
IWbMeshAdapter meshAdapter,
|
||||
IEnumerable<ulong> gfxObjIds)
|
||||
{
|
||||
_meshAdapter = meshAdapter ?? throw new ArgumentNullException(nameof(meshAdapter));
|
||||
ArgumentNullException.ThrowIfNull(gfxObjIds);
|
||||
_references = gfxObjIds
|
||||
.Where(static id => id != 0u)
|
||||
.Distinct()
|
||||
.Select(static id => new ReferenceState(id))
|
||||
.ToArray();
|
||||
}
|
||||
|
||||
public bool IsDisposed => _disposed;
|
||||
|
||||
public void Acquire()
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposeRequested, this);
|
||||
_desired = true;
|
||||
try
|
||||
{
|
||||
Reconcile();
|
||||
ObjectDisposedException.ThrowIf(_disposeRequested, this);
|
||||
}
|
||||
catch (Exception acquisitionFailure)
|
||||
{
|
||||
// Acquisition is transactional even though the owner is already
|
||||
// reachable. Roll back every committed sibling; a failed rollback
|
||||
// remains represented by Held=true so Dispose can resume it.
|
||||
_desired = false;
|
||||
try
|
||||
{
|
||||
Reconcile();
|
||||
}
|
||||
catch (Exception rollbackFailure)
|
||||
{
|
||||
throw new AggregateException(
|
||||
"Portal mesh acquisition failed and its rollback did not fully converge.",
|
||||
acquisitionFailure,
|
||||
rollbackFailure);
|
||||
}
|
||||
|
||||
System.Runtime.ExceptionServices.ExceptionDispatchInfo
|
||||
.Capture(acquisitionFailure)
|
||||
.Throw();
|
||||
throw new InvalidOperationException("Unreachable exception dispatch path.");
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed)
|
||||
return;
|
||||
|
||||
_disposeRequested = true;
|
||||
_desired = false;
|
||||
if (_reconciling)
|
||||
{
|
||||
_reconcileAgain = true;
|
||||
return;
|
||||
}
|
||||
|
||||
Reconcile();
|
||||
}
|
||||
|
||||
private void Reconcile()
|
||||
{
|
||||
if (_reconciling)
|
||||
{
|
||||
_reconcileAgain = true;
|
||||
return;
|
||||
}
|
||||
|
||||
_reconciling = true;
|
||||
List<Exception>? failures = null;
|
||||
try
|
||||
{
|
||||
do
|
||||
{
|
||||
_reconcileAgain = false;
|
||||
for (int i = 0; i < _references.Length; i++)
|
||||
{
|
||||
ReferenceState reference = _references[i];
|
||||
bool targetHeld = _desired;
|
||||
if (reference.Held == targetHeld)
|
||||
continue;
|
||||
|
||||
try
|
||||
{
|
||||
if (targetHeld)
|
||||
_meshAdapter.IncrementRefCount(reference.GfxObjId);
|
||||
else
|
||||
_meshAdapter.DecrementRefCount(reference.GfxObjId);
|
||||
reference.Held = targetHeld;
|
||||
}
|
||||
catch (Exception error)
|
||||
{
|
||||
if (error is MeshReferenceMutationException
|
||||
{
|
||||
MutationCommitted: true,
|
||||
})
|
||||
{
|
||||
reference.Held = targetHeld;
|
||||
}
|
||||
|
||||
string operation = targetHeld ? "acquisition" : "release";
|
||||
(failures ??= []).Add(new InvalidOperationException(
|
||||
$"Portal mesh 0x{reference.GfxObjId:X10} reference {operation} failed.",
|
||||
error));
|
||||
}
|
||||
}
|
||||
}
|
||||
while (_reconcileAgain);
|
||||
}
|
||||
finally
|
||||
{
|
||||
_reconciling = false;
|
||||
if (_disposeRequested && _references.All(static reference => !reference.Held))
|
||||
_disposed = true;
|
||||
}
|
||||
|
||||
if (failures is not null)
|
||||
throw new AggregateException(
|
||||
"One or more portal mesh references failed to reconcile.",
|
||||
failures);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue