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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@ -81,4 +81,35 @@ public sealed class ContiguousRangeAllocatorTests
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Assert.Equal(small.Offset, selected.Offset);
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Assert.Equal(40, allocator.LargestFreeRange);
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}
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[Fact]
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public void ReleasingTailLowersLiveHighWaterAndAllowsTrim()
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{
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var allocator = new ContiguousRangeAllocator(100);
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Assert.True(allocator.TryAllocate(20, out _));
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Assert.True(allocator.TryAllocate(30, out MeshBufferRange tail));
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Assert.Equal(50, allocator.HighWaterMark);
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allocator.Release(tail);
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Assert.Equal(20, allocator.HighWaterMark);
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Assert.Equal(80, allocator.TrailingFreeLength);
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allocator.Shrink(40);
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Assert.Equal(40, allocator.Capacity);
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Assert.Equal(20, allocator.HighWaterMark);
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Assert.Equal(20, allocator.TrailingFreeLength);
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}
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[Fact]
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public void InteriorReleaseDoesNotHideAHighLiveAllocation()
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{
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var allocator = new ContiguousRangeAllocator(100);
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Assert.True(allocator.TryAllocate(20, out MeshBufferRange first));
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Assert.True(allocator.TryAllocate(30, out _));
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allocator.Release(first);
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Assert.Equal(50, allocator.HighWaterMark);
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Assert.Throws<InvalidOperationException>(() => allocator.Shrink(40));
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}
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}
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