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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@ -23,5 +23,14 @@ public sealed class AcSurfaceMetadataTable
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public bool TryLookup(ulong gfxObjId, int surfaceIdx, out AcSurfaceMetadata meta)
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=> _table.TryGetValue((gfxObjId, surfaceIdx), out meta!);
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public void Remove(ulong gfxObjId)
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{
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foreach ((ulong Id, int SurfaceIndex) key in _table.Keys)
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{
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if (key.Id == gfxObjId)
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_table.TryRemove(key, out _);
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}
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}
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public void Clear() => _table.Clear();
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}
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