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>
20 lines
575 B
C#
20 lines
575 B
C#
using AcDream.Core.World;
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namespace AcDream.App.Streaming;
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/// <summary>
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/// Immutable context retained after a landblock's spatial/world-state
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/// membership has been detached. Presentation owners consume this snapshot
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/// asynchronously from the state transition, so a failed renderer cleanup
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/// cannot keep the old landblock logically resident.
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/// </summary>
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public sealed record GpuLandblockRetirement(
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uint LandblockId,
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LandblockRetirementKind Kind,
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IReadOnlyList<WorldEntity> Entities);
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public enum LandblockRetirementKind
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{
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Full,
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NearLayer,
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}
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