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

@ -0,0 +1,145 @@
using System;
using System.Collections.Generic;
using System.Collections.Concurrent;
using System.Threading;
namespace AcDream.Content;
/// <summary>
/// Thread-safe, byte-bounded residency for canonical decoded texture pixels.
/// Mesh extraction may run on several workers, so cached arrays are immutable
/// after admission and callers clone them before applying surface-local alpha.
/// </summary>
internal sealed class DecodedTextureCache {
private sealed record Entry(DecodedTextureKey Key, byte[] Pixels);
private readonly object _gate = new();
private readonly Dictionary<DecodedTextureKey, LinkedListNode<Entry>> _entries = new();
private readonly LinkedList<Entry> _lru = new();
private readonly ConcurrentDictionary<DecodedTextureKey, Lazy<byte[]>> _inflight = new();
private readonly long _maximumBytes;
private readonly int _maximumEntries;
private long _residentBytes;
public DecodedTextureCache(long maximumBytes, int maximumEntries) {
ArgumentOutOfRangeException.ThrowIfNegative(maximumBytes);
ArgumentOutOfRangeException.ThrowIfNegative(maximumEntries);
_maximumBytes = maximumBytes;
_maximumEntries = maximumEntries;
}
public int Count {
get {
lock (_gate) {
return _entries.Count;
}
}
}
public long ResidentBytes {
get {
lock (_gate) {
return _residentBytes;
}
}
}
public bool TryGet(DecodedTextureKey key, out byte[] pixels) {
lock (_gate) {
if (!_entries.TryGetValue(key, out var node)) {
pixels = null!;
return false;
}
Touch(node);
pixels = node.Value.Pixels;
return true;
}
}
/// <summary>
/// Returns the canonical pixels for <paramref name="key"/>. If another
/// worker admitted the same key first, its array wins. <paramref name="isCached"/>
/// reports whether the returned array is retained and therefore immutable.
/// </summary>
public byte[] RetainOrUse(DecodedTextureKey key, byte[] pixels, out bool isCached) {
ArgumentNullException.ThrowIfNull(pixels);
lock (_gate) {
if (_entries.TryGetValue(key, out var existing)) {
Touch(existing);
isCached = true;
return existing.Value.Pixels;
}
if (_maximumEntries == 0 || pixels.LongLength > _maximumBytes) {
isCached = false;
return pixels;
}
while (_lru.First is { } oldest
&& (_entries.Count >= _maximumEntries
|| _residentBytes + pixels.LongLength > _maximumBytes)) {
Remove(oldest);
}
var node = _lru.AddLast(new Entry(key, pixels));
_entries.Add(key, node);
_residentBytes += pixels.LongLength;
isCached = true;
return pixels;
}
}
/// <summary>
/// Decode a missing key once across concurrent mesh workers. The expensive
/// factory runs outside the LRU lock and unrelated keys proceed in parallel.
/// A failed or oversized decode is not stranded as permanent in-flight state.
/// </summary>
public byte[] GetOrCreate(
DecodedTextureKey key,
Func<byte[]> factory,
out bool isCached) {
ArgumentNullException.ThrowIfNull(factory);
if (TryGet(key, out byte[] cached)) {
isCached = true;
return cached;
}
var candidate = new Lazy<byte[]>(
factory,
LazyThreadSafetyMode.ExecutionAndPublication);
Lazy<byte[]> shared = _inflight.GetOrAdd(key, candidate);
try {
byte[] decoded = shared.Value;
return RetainOrUse(key, decoded, out isCached);
}
finally {
_inflight.TryRemove(
new KeyValuePair<DecodedTextureKey, Lazy<byte[]>>(key, shared));
}
}
private void Touch(LinkedListNode<Entry> node) {
if (node != _lru.Last) {
_lru.Remove(node);
_lru.AddLast(node);
}
}
private void Remove(LinkedListNode<Entry> node) {
_lru.Remove(node);
_entries.Remove(node.Value.Key);
_residentBytes -= node.Value.Pixels.LongLength;
}
}
/// <summary>
/// Every input that can change decoded RGBA belongs in the cache identity.
/// INDEX16/P8 clip-map conversion and A8 additive conversion are surface
/// dependent even when they reference the same RenderSurface DID.
/// </summary>
internal readonly record struct DecodedTextureKey(
uint RenderSurfaceId,
bool IsClipMap,
bool IsAdditive);