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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@ -61,4 +61,44 @@ public class CellViewDedupTests
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Assert.True(v.Add(Quad(0.4f, 0f)));
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Assert.Equal(2, v.Polygons.Count);
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}
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[Fact]
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public void Add_RepeatedDuplicate_DoesNotAllocatePerProbe()
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{
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var view = new CellView();
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ViewPolygon polygon = Quad(0f, 0f);
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Assert.True(view.Add(polygon));
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// Warm the method/JIT before measuring. Duplicate portal emissions are the hot path.
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Assert.False(view.Add(polygon));
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long before = GC.GetAllocatedBytesForCurrentThread();
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for (int i = 0; i < 1_000; i++)
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Assert.False(view.Add(polygon));
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long allocated = GC.GetAllocatedBytesForCurrentThread() - before;
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Assert.True(allocated <= 256, $"duplicate probes allocated {allocated:N0} bytes");
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}
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[Fact]
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public void ResetAndRebuild_ReusesCanonicalKeyStorage()
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{
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var view = new CellView();
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ViewPolygon polygon = Quad(0f, 0f);
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// Warm the retained polygon list, hash table, collision link, and
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// coordinate payload before measuring frame-to-frame rebuilds.
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Assert.True(view.Add(polygon));
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view.Reset();
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Assert.True(view.Add(polygon));
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long before = GC.GetAllocatedBytesForCurrentThread();
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for (int i = 0; i < 1_000; i++)
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{
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view.Reset();
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Assert.True(view.Add(polygon));
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}
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long allocated = GC.GetAllocatedBytesForCurrentThread() - before;
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Assert.True(allocated <= 256, $"steady rebuilds allocated {allocated:N0} bytes");
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}
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}
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