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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