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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fec0d94148
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41 changed files with 3768 additions and 355 deletions
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@ -362,7 +362,7 @@ public sealed class UpdateFrameOrchestratorTests
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Assert.DoesNotContain("_streamingFrame", source, StringComparison.Ordinal);
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Assert.Equal(1, CountOccurrences(
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source,
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"_updateFrameOrchestrator.Tick("));
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"_frameGraphs.Tick("));
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Assert.DoesNotContain("_streamingController.Tick(observerCx", source,
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StringComparison.Ordinal);
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Assert.DoesNotContain("DungeonStreamingGate.Compute", source,
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@ -650,7 +650,7 @@ public sealed class UpdateFrameOrchestratorTests
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"GameWindow.cs"));
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Assert.Equal(1, CountOccurrences(
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source,
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"_updateFrameOrchestrator.Tick("));
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"_frameGraphs.Tick("));
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Assert.DoesNotContain("CanAdvanceLocalPlayer", source, StringComparison.Ordinal);
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Assert.DoesNotContain("GetCombatCameraTargetPoint()", source,
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StringComparison.Ordinal);
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@ -686,7 +686,7 @@ public sealed class UpdateFrameOrchestratorTests
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Assert.Equal(1, CountOccurrences(
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source,
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"_updateFrameOrchestrator.Tick("));
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"_frameGraphs.Tick("));
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Assert.DoesNotContain("_updateFrameClock.Advance(", source,
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StringComparison.Ordinal);
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Assert.DoesNotContain("_liveFrameCoordinator", source,
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@ -699,7 +699,7 @@ public sealed class UpdateFrameOrchestratorTests
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source,
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"private void OnUpdate(double dt)",
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"_frameProfiler.BeginStage(",
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"_updateFrameOrchestrator.Tick(",
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"_frameGraphs.Tick(",
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"private void OnRender(double deltaSeconds)");
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}
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