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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@ -1,6 +1,7 @@
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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.Core.Chat;
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@ -25,6 +26,7 @@ public sealed class ChatLog
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private readonly ConcurrentQueue<ChatEntry> _buffer = new();
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private readonly int _maxEntries;
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private uint _localPlayerGuid;
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private long _revision;
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// Phase J follow-up: ACE often sends the same system text via two
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// wire paths (GameMessageSystemChat 0xF7E0 + GameEventCommunication-
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@ -51,6 +53,13 @@ public sealed class ChatLog
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public int Count => _buffer.Count;
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/// <summary>
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/// Monotonic content revision. It advances after every successful append and
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/// every explicit clear, allowing retained UI consumers to cache formatted
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/// transcript layout without snapshotting the concurrent queue every frame.
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/// </summary>
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public long Revision => Interlocked.Read(ref _revision);
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/// <summary>
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/// Push the authoritative local-player GUID from <c>WorldSession</c>.
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/// One-way setter — only <c>GameWindow</c> should call it, exactly
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@ -301,12 +310,14 @@ public sealed class ChatLog
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_buffer.Enqueue(entry);
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while (_buffer.Count > _maxEntries)
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_buffer.TryDequeue(out _);
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Interlocked.Increment(ref _revision);
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EntryAppended?.Invoke(entry);
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}
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public void Clear()
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{
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while (_buffer.TryDequeue(out _)) { /* drain */ }
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Interlocked.Increment(ref _revision);
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}
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}
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