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>
This commit is contained in:
Erik 2026-07-18 21:35:16 +02:00
parent 3971997689
commit 749e8ceeb1
225 changed files with 29107 additions and 3914 deletions

View file

@ -0,0 +1,20 @@
namespace AcDream.App.Streaming;
/// <summary>
/// Reports whether a streaming queue/retirement mutation crossed its commit
/// point before a callback failed. Retry ledgers use this to avoid submitting
/// the same generation operation twice after a post-commit diagnostic error.
/// </summary>
public sealed class StreamingMutationException : Exception
{
public StreamingMutationException(
string message,
bool mutationCommitted,
Exception? innerException = null)
: base(message, innerException)
{
MutationCommitted = mutationCommitted;
}
public bool MutationCommitted { get; }
}