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>
This commit is contained in:
Erik 2026-07-18 21:35:16 +02:00
parent 3971997689
commit 749e8ceeb1
225 changed files with 29107 additions and 3914 deletions

View file

@ -197,7 +197,7 @@ public sealed class UiRoot : UiElement
// A listener may synchronously close/remove a window. Snapshot the walk,
// then skip children no longer owned by this parent so a deleted subtree
// cannot receive a stale pulse and collection mutation cannot invalidate it.
foreach (var child in element.Children.ToArray())
foreach (var child in element.ChildrenBackToFrontSnapshot())
if (ReferenceEquals(child.Parent, element))
BroadcastGlobalUiTime(child, nowSeconds);
}
@ -898,10 +898,7 @@ public sealed class UiRoot : UiElement
}
// Walk top-level children in reverse Z-order (topmost first).
var kids = new UiElement[Children.Count];
for (int i = 0; i < Children.Count; i++) kids[i] = Children[i];
Array.Sort(kids, static (a, b) => b.ZOrder.CompareTo(a.ZOrder));
foreach (var c in kids)
foreach (var c in ChildrenFrontToBackSnapshot())
{
var cp = c.ScreenPosition;
var hit = c.HitTest(x - cp.X, y - cp.Y);