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
104
src/AcDream.App/Rendering/ResourceShutdownTransaction.cs
Normal file
104
src/AcDream.App/Rendering/ResourceShutdownTransaction.cs
Normal file
|
|
@ -0,0 +1,104 @@
|
|||
namespace AcDream.App.Rendering;
|
||||
|
||||
internal readonly record struct ResourceShutdownOperation(string Name, Action Execute);
|
||||
|
||||
internal sealed record ResourceShutdownStage(
|
||||
string Name,
|
||||
ResourceShutdownOperation[] Operations);
|
||||
|
||||
/// <summary>
|
||||
/// Owns application-level shutdown ordering. Operations within one stage are
|
||||
/// independent and are all attempted; later stages remain protected until the
|
||||
/// current stage has converged. Successful operations are never replayed.
|
||||
/// </summary>
|
||||
internal sealed class ResourceShutdownTransaction(params ResourceShutdownStage[] stages)
|
||||
{
|
||||
private sealed class StageState(int operationCount)
|
||||
{
|
||||
public bool[] Complete { get; } = new bool[operationCount];
|
||||
}
|
||||
|
||||
private const int MaximumConsecutiveStalledPasses = 2;
|
||||
private readonly ResourceShutdownStage[] _stages =
|
||||
stages ?? throw new ArgumentNullException(nameof(stages));
|
||||
private readonly StageState[] _states =
|
||||
stages.Select(stage => new StageState(stage.Operations.Length)).ToArray();
|
||||
private int _currentStage;
|
||||
private bool _completing;
|
||||
|
||||
public bool IsComplete => _currentStage == _stages.Length;
|
||||
internal int CurrentStage => _currentStage;
|
||||
|
||||
public void CompleteOrThrow()
|
||||
{
|
||||
if (_completing || IsComplete)
|
||||
return;
|
||||
|
||||
_completing = true;
|
||||
try
|
||||
{
|
||||
int stalledPasses = 0;
|
||||
List<Exception>? latestFailures = null;
|
||||
while (!IsComplete)
|
||||
{
|
||||
bool progressed = AdvanceCurrentStage(out List<Exception>? failures);
|
||||
latestFailures = failures;
|
||||
if (progressed)
|
||||
{
|
||||
stalledPasses = 0;
|
||||
continue;
|
||||
}
|
||||
|
||||
stalledPasses++;
|
||||
if (stalledPasses < MaximumConsecutiveStalledPasses)
|
||||
continue;
|
||||
|
||||
ResourceShutdownStage stage = _stages[_currentStage];
|
||||
throw new AggregateException(
|
||||
$"Shutdown stage '{stage.Name}' did not converge after retrying its pending operations.",
|
||||
latestFailures ??
|
||||
[new InvalidOperationException("The shutdown stage made no progress and reported no failure.")]);
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
_completing = false;
|
||||
}
|
||||
}
|
||||
|
||||
private bool AdvanceCurrentStage(out List<Exception>? failures)
|
||||
{
|
||||
ResourceShutdownStage stage = _stages[_currentStage];
|
||||
StageState state = _states[_currentStage];
|
||||
bool progressed = false;
|
||||
failures = null;
|
||||
|
||||
for (int i = 0; i < stage.Operations.Length; i++)
|
||||
{
|
||||
if (state.Complete[i])
|
||||
continue;
|
||||
|
||||
ResourceShutdownOperation operation = stage.Operations[i];
|
||||
try
|
||||
{
|
||||
operation.Execute();
|
||||
state.Complete[i] = true;
|
||||
progressed = true;
|
||||
}
|
||||
catch (Exception error)
|
||||
{
|
||||
(failures ??= []).Add(new InvalidOperationException(
|
||||
$"Shutdown operation '{operation.Name}' failed in stage '{stage.Name}'.",
|
||||
error));
|
||||
}
|
||||
}
|
||||
|
||||
if (state.Complete.All(static complete => complete))
|
||||
{
|
||||
_currentStage++;
|
||||
progressed = true;
|
||||
}
|
||||
|
||||
return progressed;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue