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>
46 lines
1.5 KiB
C#
46 lines
1.5 KiB
C#
using AcDream.App.Rendering;
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using AcDream.App.Rendering.Wb;
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namespace AcDream.App.Tests.Rendering;
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public sealed class FixedEntityTextureOwnerLeaseTests
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{
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[Fact]
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public void RepeatedReplacementReleasesHistoricalKeysForTheFixedOwner()
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{
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const uint owner = 42;
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var lifetime = new RegistryLifetime();
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using var lease = new FixedEntityTextureOwnerLease(lifetime, owner);
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lease.Replace(hasReplacement: true);
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lifetime.Acquire(owner, "first");
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Assert.Equal(1, lifetime.ResourceCount);
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lease.Replace(hasReplacement: true);
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lifetime.Acquire(owner, "second");
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Assert.Equal(1, lifetime.ResourceCount);
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lease.Replace(hasReplacement: true);
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lifetime.Acquire(owner, "third");
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Assert.Equal(1, lifetime.ResourceCount);
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lease.Replace(hasReplacement: false);
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Assert.Equal(0, lifetime.ResourceCount);
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Assert.Equal(3, lifetime.ReleaseCount);
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}
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private sealed class RegistryLifetime : IEntityTextureLifetime
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{
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private readonly OwnerScopedResourceRegistry<string> _registry = new();
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public int ResourceCount => _registry.ResourceCount;
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public int ReleaseCount { get; private set; }
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public void Acquire(uint owner, string key) => _registry.Acquire(owner, key);
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public void ReleaseOwner(uint localEntityId)
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{
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ReleaseCount++;
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_registry.ReleaseOwner(localEntityId);
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}
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}
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}
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