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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3971997689
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749e8ceeb1
225 changed files with 29107 additions and 3914 deletions
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@ -6,6 +6,7 @@ using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.UI.Abstractions.Panels.Settings;
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using DatReaderWriter;
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using AcDream.Content;
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namespace AcDream.App.Studio;
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@ -51,7 +52,7 @@ public static class FixtureProvider
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ImportedLayout layout,
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RenderStack stack,
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ClientObjectTable objects,
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DatCollection dats)
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IDatReaderWriter dats)
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{
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switch (layoutId)
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{
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@ -1,6 +1,7 @@
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using DatReaderWriter;
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using AcDream.Content;
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namespace AcDream.App.Studio;
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@ -18,7 +19,7 @@ public enum LayoutSourceKind { DatLayout, Markup }
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/// </summary>
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public sealed class LayoutSource
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{
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private readonly DatCollection _dats;
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private readonly IDatReaderWriter _dats;
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private readonly Func<uint, (uint, int, int)> _resolve;
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private readonly UiDatFont? _datFont;
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private readonly Func<uint, UiDatFont?>? _fontResolve;
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@ -41,7 +42,7 @@ public sealed class LayoutSource
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/// Pass null (default) for the original single-font behavior — the live
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/// <see cref="GameWindow"/> path passes null so it is provably unchanged.</param>
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public LayoutSource(
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DatCollection dats,
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IDatReaderWriter dats,
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Func<uint, (uint, int, int)> resolve,
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UiDatFont? datFont,
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Func<uint, UiDatFont?>? fontResolve = null)
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@ -5,6 +5,7 @@ using AcDream.Core.Chat;
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using AcDream.UI.Abstractions;
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using AcDream.UI.Abstractions.Panels.Chat;
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using DatReaderWriter;
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using AcDream.Content;
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using System.Numerics;
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namespace AcDream.App.Studio;
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@ -17,7 +18,7 @@ namespace AcDream.App.Studio;
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/// </summary>
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internal static class MockupDesktop
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{
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public static void Load(DatCollection dats, RenderStack stack)
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public static void Load(IDatReaderWriter dats, RenderStack stack)
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{
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var objects = SampleData.BuildObjectTable();
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var windows = new List<MockupWindow>();
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@ -36,11 +37,11 @@ internal static class MockupDesktop
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MountControls(stack, windows);
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}
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private static ImportedLayout? Import(DatCollection dats, uint layoutId, RenderStack stack)
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private static ImportedLayout? Import(IDatReaderWriter dats, uint layoutId, RenderStack stack)
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=> LayoutImporter.Import(dats, layoutId, stack.ResolveChrome, stack.VitalsDatFont,
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fontResolve: stack.ResolveDatFont);
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private static RetailWindowHandle? MountVitals(DatCollection dats, RenderStack stack, AcDream.Core.Items.ClientObjectTable objects)
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private static RetailWindowHandle? MountVitals(IDatReaderWriter dats, RenderStack stack, AcDream.Core.Items.ClientObjectTable objects)
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{
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var layout = Import(dats, 0x2100006Cu, stack);
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if (layout is null) return null;
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@ -66,7 +67,7 @@ internal static class MockupDesktop
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});
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}
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private static RetailWindowHandle? MountToolbar(DatCollection dats, RenderStack stack, AcDream.Core.Items.ClientObjectTable objects)
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private static RetailWindowHandle? MountToolbar(IDatReaderWriter dats, RenderStack stack, AcDream.Core.Items.ClientObjectTable objects)
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{
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var layout = Import(dats, 0x21000016u, stack);
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if (layout is null) return null;
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@ -136,7 +137,7 @@ internal static class MockupDesktop
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frame.MaxHeight = expandedH;
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}
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private static RetailWindowHandle? MountCharacter(DatCollection dats, RenderStack stack, AcDream.Core.Items.ClientObjectTable objects)
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private static RetailWindowHandle? MountCharacter(IDatReaderWriter dats, RenderStack stack, AcDream.Core.Items.ClientObjectTable objects)
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{
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var layout = Import(dats, 0x2100002Eu, stack);
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if (layout is null) return null;
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@ -164,7 +165,7 @@ internal static class MockupDesktop
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});
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}
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private static RetailWindowHandle? MountInventory(DatCollection dats, RenderStack stack, AcDream.Core.Items.ClientObjectTable objects)
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private static RetailWindowHandle? MountInventory(IDatReaderWriter dats, RenderStack stack, AcDream.Core.Items.ClientObjectTable objects)
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{
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var layout = Import(dats, 0x21000023u, stack);
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if (layout is null) return null;
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@ -219,7 +220,7 @@ internal static class MockupDesktop
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element.Anchors = AnchorEdges.Left | AnchorEdges.Top;
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}
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private static RetailWindowHandle? MountChat(DatCollection dats, RenderStack stack)
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private static RetailWindowHandle? MountChat(IDatReaderWriter dats, RenderStack stack)
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{
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var rootInfo = LayoutImporter.ImportInfos(dats, ChatWindowController.LayoutId);
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if (rootInfo is null) return null;
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@ -1,8 +1,8 @@
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using System.Numerics;
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using AcDream.Content;
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using AcDream.App.Rendering;
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using AcDream.App.UI;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using Silk.NET.Input;
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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@ -39,7 +39,7 @@ public sealed class StudioWindow : IDisposable
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// Created in OnLoad, released in OnClosing.
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private IWindow? _window;
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private DatCollection? _dats;
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private IDatReaderWriter? _dats;
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private RenderStack? _stack;
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private LayoutSource? _source;
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@ -113,7 +113,7 @@ public sealed class StudioWindow : IDisposable
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{
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var gl = GL.GetApi(_window!);
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_dats = new DatCollection(_opts.DatDir, DatAccessType.Read);
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_dats = RuntimeDatCollectionFactory.OpenReadOnly(_opts.DatDir);
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// Build QualitySettings for RenderBootstrap (same as Run() above — re-read
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// after the GL context is confirmed, mirroring GameWindow.OnLoad).
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@ -218,6 +218,10 @@ public sealed class StudioWindow : IDisposable
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private void OnRender(double dt)
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{
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if (_stack is null || _panelFbo is null) return;
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_stack.BeginFrame();
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Exception? renderFailure = null;
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try
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{
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// ── HEADLESS SCREENSHOT PATH ──────────────────────────────────────────────
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if (_opts.ScreenshotPath is not null)
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@ -415,6 +419,26 @@ public sealed class StudioWindow : IDisposable
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// 9. Finalise ImGui and flush draw data to the window.
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_imgui.Render();
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}
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catch (Exception ex)
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{
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renderFailure = ex;
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throw;
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}
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finally
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{
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try
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{
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_stack.EndFrame();
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}
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catch (Exception closeFailure) when (renderFailure is not null)
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{
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throw new AggregateException(
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"UI Studio rendering failed and its GPU frame could not be closed.",
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renderFailure,
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closeFailure);
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}
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}
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}
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/// <summary>
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