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>
52 lines
1.3 KiB
C#
52 lines
1.3 KiB
C#
using AcDream.App.Rendering;
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namespace AcDream.App.Tests.Rendering;
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public sealed class OrderedResourceTeardownTests
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{
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[Fact]
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public void FailureStopsDependentsAndRetryResumesExactStage()
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{
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var calls = new List<int>();
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int attempts = 0;
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var teardown = new OrderedResourceTeardown(
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() => calls.Add(1),
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() =>
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{
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calls.Add(2);
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if (attempts++ == 0)
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throw new InvalidOperationException("synthetic stage failure");
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},
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() => calls.Add(3));
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Assert.Throws<InvalidOperationException>(teardown.Advance);
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Assert.Equal([1, 2], calls);
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Assert.Equal(1, teardown.NextStage);
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teardown.Advance();
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Assert.Equal([1, 2, 2, 3], calls);
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Assert.True(teardown.IsComplete);
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}
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[Fact]
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public void ReentrantAdvanceDoesNotReplayActiveStage()
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{
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OrderedResourceTeardown? teardown = null;
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int first = 0;
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int second = 0;
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teardown = new OrderedResourceTeardown(
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() =>
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{
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first++;
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teardown!.Advance();
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},
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() => second++);
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teardown.Advance();
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Assert.Equal(1, first);
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Assert.Equal(1, second);
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Assert.True(teardown.IsComplete);
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}
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}
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