refactor(lifetime): own render resource prefixes
Give terrain, sky, retained UI, portal preparation, and the update/render frame pair explicit single owners. Make shader, texture, text, bindless, and GL construction prefixes checked and retryable so partial failure cannot lose or replay resource ownership. Co-authored-by: Codex <codex@openai.com>
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41 changed files with 3768 additions and 355 deletions
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@ -109,7 +109,7 @@ internal interface ICameraFramePhase
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/// <see cref="IRetailLiveFramePhase"/>. This host order is the accepted TS-53
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/// adaptation and is not claimed to be the exact retail Client::UseTime order.
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/// </remarks>
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internal sealed class UpdateFrameOrchestrator
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internal sealed class UpdateFrameOrchestrator : AcDream.App.Rendering.IGameUpdateFrameRoot
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{
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private readonly IUpdateFrameTeardownPhase _teardown;
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private readonly IUpdateFrameFailureSink _failureSink;
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