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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@ -16,10 +16,9 @@ namespace AcDream.UI.Abstractions.Panels.Chat;
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/// </para>
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///
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/// <para>
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/// D.2a snapshots the log every frame. Cheap: the default 500-entry cap
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/// keeps it < 1 ms. A future iteration can subscribe to
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/// <see cref="ChatLog.EntryAppended"/> for incremental updates once we
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/// add virtualized scrolling in <see cref="IPanelRenderer"/>.
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/// Retained UI consumers can key formatted-layout caches from
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/// <see cref="Revision"/>. The revision advances on append and clear, so an
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/// unchanged transcript does not require a queue snapshot each frame.
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/// </para>
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/// </summary>
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public sealed class ChatVM
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@ -69,6 +68,9 @@ public sealed class ChatVM
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/// </summary>
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public Func<Vector3>? PositionProvider { get; init; }
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/// <summary>Monotonic revision of the underlying transcript content.</summary>
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public long Revision => _log.Revision;
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/// <summary>
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/// Build a ChatVM bound to a <see cref="ChatLog"/> instance.
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/// </summary>
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