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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src/AcDream.App/Streaming/StreamingMutationException.cs
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src/AcDream.App/Streaming/StreamingMutationException.cs
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namespace AcDream.App.Streaming;
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/// <summary>
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/// Reports whether a streaming queue/retirement mutation crossed its commit
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/// point before a callback failed. Retry ledgers use this to avoid submitting
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/// the same generation operation twice after a post-commit diagnostic error.
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/// </summary>
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public sealed class StreamingMutationException : Exception
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{
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public StreamingMutationException(
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string message,
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bool mutationCommitted,
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Exception? innerException = null)
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: base(message, innerException)
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{
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MutationCommitted = mutationCommitted;
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}
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public bool MutationCommitted { get; }
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}
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