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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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using AcDream.Core.Items;
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using AcDream.Core.Player;
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using DatReaderWriter;
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using AcDream.Content;
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namespace AcDream.App.UI.Layout;
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@ -186,7 +187,7 @@ public sealed class CharacterSheetProvider
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/// never silently swallowed — and leave raise costs unavailable (0).
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/// </summary>
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public static DatReaderWriter.DBObjs.ExperienceTable? LoadExperienceTable(
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DatCollection dats, Action<string>? log = null)
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IDatReaderWriter dats, Action<string>? log = null)
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{
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if (dats is null) return null;
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