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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@ -1,4 +1,5 @@
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using System.Numerics;
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using AcDream.Content;
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using AcDream.Core.Selection;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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@ -11,13 +12,13 @@ namespace AcDream.App.Rendering.Selection;
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/// </summary>
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internal sealed class RetailSelectionGeometryCache
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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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// Render-thread owned. Dictionary permits a cached null for a GfxObj which
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// legitimately has no drawing BSP; ConcurrentDictionary does not.
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private readonly Dictionary<uint, RetailSelectionMesh?> _cache = new();
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public RetailSelectionGeometryCache(DatCollection dats, object datLock)
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public RetailSelectionGeometryCache(IDatReaderWriter dats, object datLock)
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{
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_dats = dats ?? throw new ArgumentNullException(nameof(dats));
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_datLock = datLock ?? throw new ArgumentNullException(nameof(datLock));
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