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 +1,21 @@
using DatReaderWriter.Lib.IO;
using System.Diagnostics.CodeAnalysis;
namespace AcDream.Core.Content;
/// <summary>
/// Minimal typed DAT-object lookup seam used by Core algorithms.
/// </summary>
/// <remarks>
/// Core deliberately does not own DAT file handles or caching policy. The App
/// runtime supplies the bounded Content-layer implementation; tests and
/// short-lived tools may adapt another source explicitly.
/// </remarks>
public interface IDatObjectSource
{
[return: MaybeNull]
T Get<T>(uint fileId) where T : IDBObj;
bool TryGet<T>(uint fileId, [MaybeNullWhen(false)] out T value)
where T : IDBObj;
}