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