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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@ -1,5 +1,5 @@
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// src/AcDream.Core/World/WorldView.cs
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using DatReaderWriter;
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using AcDream.Core.Content;
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namespace AcDream.Core.World;
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@ -19,7 +19,7 @@ public sealed class WorldView
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/// Load the 3x3 grid of landblocks around <paramref name="centerLandblockId"/>.
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/// Missing neighbors (edges of the world or absent from the cell dat) are silently skipped.
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/// </summary>
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public static WorldView Load(DatCollection dats, uint centerLandblockId)
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public static WorldView Load(IDatObjectSource dats, uint centerLandblockId)
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{
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var loaded = new List<LoadedLandblock>();
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foreach (var id in NeighborLandblockIds(centerLandblockId))
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