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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@ -33,6 +33,8 @@ public sealed class RetailAlphaQueueTests
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log);
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Assert.Equal(1, objects.ResetCount);
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Assert.Equal(1, particles.ResetCount);
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Assert.Equal(1, objects.PrepareCount);
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Assert.Equal(1, particles.PrepareCount);
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}
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[Fact]
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@ -115,12 +117,20 @@ public sealed class RetailAlphaQueueTests
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{
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public List<int> BatchSizes { get; } = new();
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public int ResetCount { get; private set; }
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public int PrepareCount { get; private set; }
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private int[] _prepared = [];
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public void DrawAlphaBatch(ReadOnlySpan<int> tokens)
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public void PrepareAlphaDraws(ReadOnlySpan<int> tokens)
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{
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BatchSizes.Add(tokens.Length);
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foreach (int token in tokens)
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log.Add($"{name}:{token}");
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PrepareCount++;
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_prepared = tokens.ToArray();
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}
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public void DrawPreparedAlphaBatch(int firstPreparedDraw, int drawCount)
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{
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BatchSizes.Add(drawCount);
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for (int i = 0; i < drawCount; i++)
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log.Add($"{name}:{_prepared[firstPreparedDraw + i]}");
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}
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public void ResetAlphaSubmissions() => ResetCount++;
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