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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@ -1,4 +1,5 @@
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using System.Numerics;
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using AcDream.Content;
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using DatReaderWriter;
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namespace AcDream.App.UI.Layout;
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@ -33,7 +34,7 @@ public readonly record struct SpellbookRowStyle(
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/// Returns null if the authored prototype is incomplete; callers then leave the
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/// panel unbound rather than inventing replacement art.
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/// </summary>
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public static SpellbookRowStyle? TryLoad(DatCollection dats)
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public static SpellbookRowStyle? TryLoad(IDatReaderWriter dats)
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{
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ArgumentNullException.ThrowIfNull(dats);
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ElementInfo? prototype = LayoutImporter.ImportInfos(dats, CatalogLayoutId, PrototypeId);
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