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