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

@ -30,6 +30,7 @@ public sealed class PhysicsScriptRunner
private readonly Dictionary<uint, OwnerQueue> _owners = new();
private readonly Dictionary<uint, Vector3> _ownerAnchors = new();
private readonly List<DelayedCallPes> _delayedCalls = new();
private readonly List<uint> _ownerIterationSnapshot = new();
private double _gameTime;
private long _tickGeneration;
private bool _frameTimePublished;
@ -196,10 +197,12 @@ public sealed class PhysicsScriptRunner
// Snapshot owner IDs. Hooks may append to their current owner, create a
// different owner, or delete an owner without invalidating iteration.
uint[] ownerIds = _owners.Keys.ToArray();
for (int ownerIndex = 0; ownerIndex < ownerIds.Length; ownerIndex++)
_ownerIterationSnapshot.Clear();
foreach (uint ownerId in _owners.Keys)
_ownerIterationSnapshot.Add(ownerId);
for (int ownerIndex = 0; ownerIndex < _ownerIterationSnapshot.Count; ownerIndex++)
{
uint ownerId = ownerIds[ownerIndex];
uint ownerId = _ownerIterationSnapshot[ownerIndex];
if (!_owners.TryGetValue(ownerId, out OwnerQueue? owner))
continue;
if (!_canAdvanceOwner(ownerId))