acdream/src/AcDream.App/World/LiveEntityTeardown.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

78 lines
2.3 KiB
C#

namespace AcDream.App.World;
/// <summary>
/// Runs the independent owners that participate in one live incarnation's
/// teardown without letting an earlier callback strand later state. Retail's
/// object destruction drains these owners as separate lifecycle steps; the App
/// composition callback must preserve that symmetry even when a plugin,
/// renderer, or effect sink throws.
/// </summary>
internal static class LiveEntityTeardown
{
internal static void Run(IEnumerable<Action> cleanups)
{
ArgumentNullException.ThrowIfNull(cleanups);
List<Exception>? failures = null;
foreach (Action cleanup in cleanups)
{
try
{
cleanup();
}
catch (Exception error)
{
(failures ??= []).Add(error);
}
}
if (failures is not null)
throw new AggregateException(
"One or more live-entity component teardown steps failed.",
failures);
}
}
/// <summary>
/// A stable teardown plan whose successful steps are committed individually.
/// The plan itself stays on the live-record tombstone, so retrying a later
/// failed owner never replays an earlier ExitWorld notification or release.
/// </summary>
internal sealed class LiveEntityTeardownPlan
{
private readonly Action[] _steps;
private readonly bool[] _completed;
public LiveEntityTeardownPlan(IEnumerable<Action> steps)
{
ArgumentNullException.ThrowIfNull(steps);
_steps = [.. steps];
_completed = new bool[_steps.Length];
}
internal int CompletedCount => _completed.Count(static completed => completed);
internal bool IsComplete => CompletedCount == _steps.Length;
public void Advance()
{
List<Exception>? failures = null;
for (int i = 0; i < _steps.Length; i++)
{
if (_completed[i])
continue;
try
{
_steps[i]();
_completed[i] = true;
}
catch (Exception error)
{
(failures ??= []).Add(error);
}
}
if (failures is not null)
throw new AggregateException(
"One or more live-entity component teardown steps failed.",
failures);
}
}