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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using DatReaderWriter.DBObjs;
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namespace AcDream.App.UI;
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@ -9,11 +10,11 @@ namespace AcDream.App.UI;
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/// </summary>
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public static class RetailDataIdResolver
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{
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public static uint Resolve(DatCollection dats, uint enumValue, uint enumCategory)
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public static uint Resolve(IDatReaderWriter dats, uint enumValue, uint enumCategory)
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{
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ArgumentNullException.ThrowIfNull(dats);
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uint masterDid = (uint)dats.Portal.Header.MasterMapId;
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uint masterDid = (uint)dats.Portal.Db.Header.MasterMapId;
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if (masterDid == 0
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|| !dats.Portal.TryGet<EnumIDMap>(masterDid, out var master)
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|| master is null
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