acdream/src/AcDream.App/Streaming/GpuLandblockRetirement.cs
Erik 749e8ceeb1 fix(rendering): bound portal resource lifetime
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>
2026-07-18 21:35:16 +02:00

20 lines
575 B
C#

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