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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@ -14,6 +14,22 @@ public interface IEntityEffectPoseSource
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bool TryGetPartPose(uint localEntityId, int partIndex, out Matrix4x4 partLocal);
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}
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/// <summary>
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/// Optional update-thread notification surface for pose registries. Effect
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/// consumers use this to refresh only owners whose final root, part, or cell
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/// pose actually changed instead of polling every retained owner each frame.
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/// </summary>
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/// <remarks>
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/// Notifications are synchronous and occur after the new pose is published.
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/// Implementations must suppress notifications when a publish is byte-for-byte
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/// equivalent to the current pose. Consumers must not mutate the pose source
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/// from inside the callback.
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/// </remarks>
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public interface IEntityEffectPoseChangeSource
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{
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event Action<uint>? EffectPoseChanged;
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}
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/// <summary>
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/// Optional spatial companion for consumers, such as object lights, whose
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/// render registration is scoped to the owner's current AC cell.
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