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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@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using DatReaderWriter;
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using AcDream.Content;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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@ -30,7 +31,7 @@ public static class ItemListCellTemplate
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/// Returns 0 when the layout/element/attribute/prototype/media is absent (the caller keeps
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/// the <see cref="UiItemSlot"/> default).
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/// </summary>
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public static uint ResolveEmptySprite(DatCollection dats, uint listLayoutId, uint listElementId)
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public static uint ResolveEmptySprite(IDatReaderWriter dats, uint listLayoutId, uint listElementId)
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{
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var listLd = dats.Get<LayoutDesc>(listLayoutId);
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if (listLd is null) return 0;
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@ -52,7 +53,7 @@ public static class ItemListCellTemplate
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/// attribute <c>0x1000000E</c>.
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/// </summary>
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public static uint ResolveEmptySprite(
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DatCollection dats,
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IDatReaderWriter dats,
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ElementInfo resolvedRoot,
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uint listElementId)
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{
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@ -71,7 +72,7 @@ public static class ItemListCellTemplate
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/// <see cref="CatalogLayoutId"/>. Paperdoll lists select distinct prototypes for their
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/// jewelry, weapon, clothing, and armor locations even though the lists share one base.
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/// </summary>
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public static uint ResolvePrototypeEmptySprite(DatCollection dats, uint prototypeElementId)
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public static uint ResolvePrototypeEmptySprite(IDatReaderWriter dats, uint prototypeElementId)
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{
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if (prototypeElementId == 0) return 0;
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