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:
Erik 2026-07-18 21:35:16 +02:00
parent 3971997689
commit 749e8ceeb1
225 changed files with 29107 additions and 3914 deletions

View file

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