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

@ -2,6 +2,7 @@ using System.Collections.Concurrent;
using System.Collections.Generic;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using AcDream.Core.Content;
namespace AcDream.Core.Audio;
@ -22,11 +23,11 @@ namespace AcDream.Core.Audio;
/// </summary>
public sealed class DatSoundCache
{
private readonly DatCollection _dats;
private readonly IDatObjectSource _dats;
private readonly ConcurrentDictionary<uint, WaveData?> _waves = new();
private readonly ConcurrentDictionary<uint, SoundTable?> _tables = new();
public DatSoundCache(DatCollection dats)
public DatSoundCache(IDatObjectSource dats)
{
_dats = dats;
}