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

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