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