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