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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@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering;
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using AcDream.Content;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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@ -89,7 +90,7 @@ public sealed class UiDatFont
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/// path the D.2b chrome sprites use). Returns null if the Font DBObj is
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/// missing — callers fall back to the debug bitmap font.
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/// </summary>
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public static UiDatFont? Load(DatCollection dats, TextureCache cache, uint fontId = DefaultFontId)
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public static UiDatFont? Load(IDatReaderWriter dats, TextureCache cache, uint fontId = DefaultFontId)
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{
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ArgumentNullException.ThrowIfNull(dats);
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ArgumentNullException.ThrowIfNull(cache);
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