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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@ -1,9 +1,11 @@
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namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Starts CPU mesh extraction for a completed EnvCell build without publishing
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/// that build to the live renderer. ObjectMeshManager owns its thread-safe work
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/// queue; the render-thread commit remains a small atomic state replacement.
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/// Starts CPU mesh extraction after the completed EnvCell build has been
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/// published and its geometry ids have acquired render ownership. This order
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/// lets ObjectMeshManager cancel queued work as soon as a landblock leaves the
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/// current streaming generation; stale portal destinations never keep decoder
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/// jobs or surface lists alive.
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/// </summary>
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public static class EnvCellMeshPreparationScheduler
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{
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@ -11,8 +13,11 @@ public static class EnvCellMeshPreparationScheduler
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EnvCellLandblockBuild build,
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ObjectMeshManager meshManager)
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{
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var scheduled = new HashSet<ulong>();
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foreach (var shell in build.Shells)
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{
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if (!scheduled.Add(shell.GeometryId))
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continue;
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_ = meshManager.PrepareEnvCellGeomMeshDataAsync(
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shell.GeometryId,
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shell.EnvironmentId,
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