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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@ -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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