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>
101 lines
3.7 KiB
C#
101 lines
3.7 KiB
C#
using DatReaderWriter;
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using DatReaderWriter.Options;
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using AcDream.Content;
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using DatReaderWriter.Lib.IO;
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using System.Collections.ObjectModel;
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using System.Diagnostics.CodeAnalysis;
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namespace AcDream.App;
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/// <summary>
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/// Opens the read-only DAT collection owned for the lifetime of an App process.
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/// </summary>
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/// <remarks>
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/// DatReaderWriter's default <see cref="FileCachingStrategy.OnDemand"/> retains
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/// every unpacked file entry for the lifetime of the collection. The runtime has
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/// bounded decoded-content caches of its own, so retaining that second,
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/// unbounded copy makes memory depend on every landblock visited. Keep the small
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/// B-tree lookup cache, but read file payloads on demand and let the owning
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/// runtime caches decide their residency.
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/// </remarks>
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internal static class RuntimeDatCollectionFactory
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{
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internal static IDatReaderWriter OpenReadOnly(string datDirectory) =>
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new RuntimeDatCollection(new DatCollection(CreateReadOnlyOptions(datDirectory)));
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internal static DatCollectionOptions CreateReadOnlyOptions(string datDirectory)
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{
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ArgumentException.ThrowIfNullOrWhiteSpace(datDirectory);
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return new DatCollectionOptions
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{
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DatDirectory = datDirectory,
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AccessType = DatAccessType.Read,
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IndexCachingStrategy = IndexCachingStrategy.OnDemand,
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FileCachingStrategy = FileCachingStrategy.Never,
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};
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}
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}
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/// <summary>
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/// Owns the runtime's one raw DAT handle set and its one shared bounded typed
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/// object facade. Disposing this owner closes both layers exactly once.
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/// </summary>
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internal sealed class RuntimeDatCollection : IDatReaderWriter
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{
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private readonly DatCollection _raw;
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private readonly DatCollectionAdapter _bounded;
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private bool _disposed;
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internal RuntimeDatCollection(DatCollection raw)
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{
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ArgumentNullException.ThrowIfNull(raw);
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_raw = raw;
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_bounded = new DatCollectionAdapter(raw);
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}
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public string SourceDirectory => _bounded.SourceDirectory;
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public IDatDatabase Portal => _bounded.Portal;
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public IDatDatabase Cell => _bounded.Cell;
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public ReadOnlyDictionary<uint, IDatDatabase> CellRegions => _bounded.CellRegions;
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public IDatDatabase HighRes => _bounded.HighRes;
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public IDatDatabase Language => _bounded.Language;
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public IDatDatabase Local => _bounded.Local;
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public ReadOnlyDictionary<uint, uint> RegionFileMap => _bounded.RegionFileMap;
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public int PortalIteration => _bounded.PortalIteration;
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public int CellIteration => _bounded.CellIteration;
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public int HighResIteration => _bounded.HighResIteration;
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public int LanguageIteration => _bounded.LanguageIteration;
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[return: MaybeNull]
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public T Get<T>(uint fileId) where T : IDBObj => _bounded.Get<T>(fileId);
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public bool TryGet<T>(uint fileId, [MaybeNullWhen(false)] out T value)
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where T : IDBObj =>
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_bounded.TryGet(fileId, out value);
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public IEnumerable<uint> GetAllIdsOfType<T>() where T : IDBObj =>
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_bounded.GetAllIdsOfType<T>();
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public bool TryGetFileBytes(uint regionId, uint fileId, ref byte[] bytes, out int bytesRead) =>
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_bounded.TryGetFileBytes(regionId, fileId, ref bytes, out bytesRead);
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public IEnumerable<IDatReaderWriter.IdResolution> ResolveId(uint id) =>
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_bounded.ResolveId(id);
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public bool TrySave<T>(T obj, int iteration = 0) where T : IDBObj =>
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_bounded.TrySave(obj, iteration);
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public bool TrySave<T>(uint regionId, T obj, int iteration = 0) where T : IDBObj =>
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_bounded.TrySave(regionId, obj, iteration);
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public void Dispose()
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{
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if (_disposed)
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return;
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_disposed = true;
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_bounded.Dispose();
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_raw.Dispose();
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}
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}
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