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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@ -1,4 +1,5 @@
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using AcDream.Content.Vfx;
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using AcDream.Content;
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using AcDream.Core.Physics;
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using AcDream.Core.Tests.Conformance;
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using DatReaderWriter;
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@ -48,12 +49,13 @@ public sealed class HumanoidMotionTableRootMotionTests
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return;
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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using var boundedDats = new DatCollectionAdapter(dats);
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Setup setup = Assert.IsType<Setup>(dats.Get<Setup>(HumanoidSetup));
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MotionTable table = Assert.IsType<MotionTable>(dats.Get<MotionTable>(HumanoidMotionTable));
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var sequencer = new AnimationSequencer(
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setup,
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table,
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new RetailAnimationLoader(dats));
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new RetailAnimationLoader(boundedDats));
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sequencer.SetCycle(NonCombatStyle, Ready);
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sequencer.SetCycle(NonCombatStyle, InterpretedWalkForward);
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