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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@ -32,6 +32,7 @@ public sealed record RuntimeOptions(
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string? LiveUser,
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string? LivePass,
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bool DevTools,
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bool UncappedRendering,
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bool DumpMoveTruth,
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bool NoAudio,
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bool EnableSkyPesDebug,
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@ -73,6 +74,10 @@ public sealed record RuntimeOptions(
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LiveUser: NullIfEmpty(env("ACDREAM_TEST_USER")),
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LivePass: NullIfEmpty(env("ACDREAM_TEST_PASS")),
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DevTools: IsExactlyOne(env("ACDREAM_DEVTOOLS")),
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// Normal presentation is always bounded by VSync or a
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// refresh-rate software pacer. This explicit diagnostic is the
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// sole way to measure truly uncapped renderer throughput.
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UncappedRendering: IsExactlyOne(env("ACDREAM_UNCAPPED_RENDER")),
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DumpMoveTruth: IsExactlyOne(env("ACDREAM_DUMP_MOVE_TRUTH")),
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NoAudio: IsExactlyOne(env("ACDREAM_NO_AUDIO")),
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EnableSkyPesDebug: IsExactlyOne(env("ACDREAM_ENABLE_SKY_PES")),
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