perf(render): bound animation and alpha scratch residency
Complete Slice D3 by replacing the unbounded animation dictionary with a concurrent byte/count LRU and by putting the three retail alpha scratch owners behind one typed aggregate budget. Preserve immediate growth and draw order while reclaiming one-frame density spikes after sustained under-use. Close stale bounds-cache issue evidence without inventing a cache.
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18 changed files with 857 additions and 34 deletions
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@ -281,7 +281,7 @@ public sealed class GameWindow :
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private AcDream.Content.Vfx.RetailPhysicsScriptLoader? _physicsScriptLoader;
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private AcDream.App.Rendering.Vfx.EntityEffectController? _entityEffects;
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private AcDream.App.Rendering.ParticleRenderer? _particleRenderer;
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private readonly AcDream.App.Rendering.RetailAlphaQueue _retailAlphaQueue = new();
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private readonly AcDream.App.Rendering.RetailAlphaQueue _retailAlphaQueue;
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// Remote-entity motion inference: tracks when each remote entity last
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// moved meaningfully. Used in TickAnimations to swap to Ready when
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// position has stalled for >StopIdleMs — retail observer pattern per
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@ -564,6 +564,11 @@ public sealed class GameWindow :
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AcDream.App.Plugins.BufferedUiRegistry? uiRegistry = null)
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{
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_options = options ?? throw new System.ArgumentNullException(nameof(options));
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var alphaScratchBudgets =
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AcDream.App.Rendering.Residency.AlphaScratchBudgetProfile.Create(
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_options.ResidencyBudgets.AlphaScratchBytes);
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_retailAlphaQueue = new AcDream.App.Rendering.RetailAlphaQueue(
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alphaScratchBudgets.QueueBytes);
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WorldTime = _worldEnvironment.WorldTime;
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Weather = _worldEnvironment.Weather;
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_retainedInputCapture = new AcDream.App.Input.RetainedUiInputCaptureSlot();
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@ -1141,6 +1146,7 @@ public sealed class GameWindow :
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new ContentEffectsAudioDependencies(
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_datDir,
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_options.PreparedAssetPath,
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_options.ResidencyBudgets,
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_physicsDataCache,
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_animationDiagnostics.DumpMotionEnabled,
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SpellBook,
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