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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@ -1,5 +1,6 @@
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using AcDream.App.UI;
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using DatReaderWriter;
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using AcDream.Content;
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using DatReaderWriter.DBObjs;
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namespace AcDream.App.Rendering;
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@ -7,12 +8,12 @@ namespace AcDream.App.Rendering;
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/// <summary>Resolves retail global cursor enum IDs through the portal EnumIDMap chain.</summary>
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internal sealed class RetailCursorResolver
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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 Dictionary<uint, uint> _didByEnum = new();
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private readonly HashSet<uint> _missingEnums = new();
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public RetailCursorResolver(DatCollection dats, object datLock)
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public RetailCursorResolver(IDatReaderWriter dats, object datLock)
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{
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_dats = dats;
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_datLock = datLock;
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@ -57,7 +58,7 @@ internal sealed class RetailCursorResolver
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{
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lock (_datLock)
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{
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uint masterDid = (uint)_dats.Portal.Header.MasterMapId;
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uint masterDid = (uint)_dats.Portal.Db.Header.MasterMapId;
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if (masterDid == 0)
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return 0;
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