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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@ -1,4 +1,5 @@
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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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@ -31,7 +32,7 @@ public sealed class EffectRowTemplateFactory
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public float Height => _template.Height;
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public static EffectRowTemplateFactory? TryLoad(
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DatCollection dats,
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IDatReaderWriter dats,
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Func<uint, (uint tex, int w, int h)> resolveSprite,
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UiDatFont? defaultFont,
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Func<uint, UiDatFont?>? resolveFont)
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