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