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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@ -1,6 +1,7 @@
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using AcDream.App.UI;
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using AcDream.Core.Textures;
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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 Silk.NET.Core;
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using Silk.NET.Input;
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@ -10,7 +11,7 @@ namespace AcDream.App.Rendering;
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/// <summary>Applies retail cursor feedback to Silk using dat MediaDescCursor art when available.</summary>
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public sealed class RetailCursorManager
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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 RetailCursorResolver _globalCursors;
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private readonly Dictionary<uint, RawImage> _imagesBySurface = new();
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@ -22,7 +23,7 @@ public sealed class RetailCursorManager
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private UiCursorMedia _lastAppliedCursor;
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private StandardCursor? _lastStandardCursor;
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public RetailCursorManager(DatCollection dats, object datLock)
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public RetailCursorManager(IDatReaderWriter dats, object datLock)
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{
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_dats = dats;
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_datLock = datLock;
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