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.Numerics;
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using AcDream.Core.Terrain;
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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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using DatReaderWriter.Types;
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namespace AcDream.Core.Meshing;
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@ -28,7 +29,7 @@ public static class CellMesh
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/// <see cref="GfxObjSubMesh.Translucency"/>. When null (e.g. offline tests)
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/// all sub-meshes default to <see cref="TranslucencyKind.Opaque"/>.
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/// </param>
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public static IReadOnlyList<GfxObjSubMesh> Build(EnvCell envCell, CellStruct cellStruct, DatCollection? dats = null)
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public static IReadOnlyList<GfxObjSubMesh> Build(EnvCell envCell, CellStruct cellStruct, IDatObjectSource? dats = null)
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{
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// Group output vertices and indices per surface dat id.
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var perSurface = new Dictionary<uint, (List<Vertex> Vertices, List<uint> Indices, Dictionary<(int pos, int uv), uint> Dedupe)>();
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@ -1,5 +1,6 @@
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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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using DatReaderWriter.Enums;
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namespace AcDream.Core.Meshing;
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@ -66,7 +67,7 @@ public static class GfxObjDegradeResolver
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/// this; tests use the callback overload below for easy fakes.
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/// </summary>
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public static bool TryResolveCloseGfxObj(
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DatCollection dats,
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IDatObjectSource dats,
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uint gfxObjId,
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out uint resolvedId,
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out GfxObj? resolvedGfxObj)
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@ -156,7 +157,7 @@ public static class GfxObjDegradeResolver
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/// slot1 Id=0 MaxDist=FLT_MAX}). Callers that hydrate static geometry (always viewed at
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/// distance > 0) skip such GfxObjs.
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/// </summary>
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public static bool IsRuntimeHiddenMarker(DatCollection dats, uint gfxObjId)
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public static bool IsRuntimeHiddenMarker(IDatObjectSource dats, uint gfxObjId)
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=> IsRuntimeHiddenMarker(
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id => dats.Get<GfxObj>(id),
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id => dats.Get<GfxObjDegradeInfo>(id),
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@ -2,6 +2,7 @@ using System.Numerics;
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using AcDream.Core.Terrain;
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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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using DatReaderWriter.Enums;
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namespace AcDream.Core.Meshing;
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@ -50,7 +51,7 @@ public static class GfxObjMesh
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/// normals (and potentially different UVs via <c>NegUVIndices</c>).
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/// </para>
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/// </remarks>
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public static IReadOnlyList<GfxObjSubMesh> Build(GfxObj gfxObj, DatCollection? dats = null)
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public static IReadOnlyList<GfxObjSubMesh> Build(GfxObj gfxObj, IDatObjectSource? dats = null)
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{
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// One bucket per (surface-index, isNeg) pair. Negative-side triangles
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// always land in a different bucket than their positive counterparts
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@ -2,6 +2,7 @@ using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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using AcDream.Core.Physics;
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using AcDream.Core.Content;
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namespace AcDream.Core.Meshing;
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@ -75,7 +76,7 @@ public static class MotionResolver
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/// </summary>
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public static IdleCycle? GetIdleCycle(
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Setup setup,
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DatCollection dats,
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IDatObjectSource dats,
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IAnimationLoader animationLoader,
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uint? motionTableIdOverride = null,
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ushort? stanceOverride = null,
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@ -123,7 +124,7 @@ public static class MotionResolver
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public static AnimationFrame? GetIdleFrame(
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Setup setup,
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DatCollection dats,
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IDatObjectSource dats,
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IAnimationLoader animationLoader,
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uint? motionTableIdOverride = null,
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ushort? stanceOverride = null,
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@ -148,7 +149,7 @@ public static class MotionResolver
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/// </summary>
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private static (Animation, AnimData)? ResolveIdleCycleInternal(
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Setup setup,
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DatCollection dats,
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IDatObjectSource dats,
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IAnimationLoader animationLoader,
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uint? motionTableIdOverride,
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ushort? stanceOverride,
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