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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@ -4,6 +4,7 @@ using System.Linq;
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using AcDream.Core.Items;
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using AcDream.Core.Spells;
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using DatReaderWriter;
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using AcDream.Content;
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using DatReaderWriter.DBObjs;
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using CoreSpellTable = AcDream.Core.Spells.SpellTable;
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@ -69,7 +70,7 @@ public sealed class MagicCatalog
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_wcidByScid,
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_magicPackWcidBySchool);
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public static MagicCatalog Load(DatCollection dats)
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public static MagicCatalog Load(IDatReaderWriter dats)
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{
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ArgumentNullException.ThrowIfNull(dats);
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