acdream/src/AcDream.App/Rendering/Wb/IWbMeshAdapter.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

57 lines
2.1 KiB
C#

namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Reports the physical outcome when a mesh-reference callback cannot provide
/// the normal strong exception guarantee. <see cref="MutationCommitted"/> lets
/// a transactional owner reconcile its marker without guessing whether a
/// throwing backend already changed the reference count.
/// </summary>
public sealed class MeshReferenceMutationException : Exception
{
public MeshReferenceMutationException(
string message,
bool mutationCommitted,
Exception innerException)
: base(message, innerException)
{
MutationCommitted = mutationCommitted;
}
public bool MutationCommitted { get; }
}
/// <summary>
/// Mockable interface over <see cref="WbMeshAdapter"/> so adapters that
/// drive ref-count lifecycle (e.g. LandblockSpawnAdapter, EntitySpawnAdapter)
/// can be unit-tested without a real WB pipeline behind them.
/// </summary>
public interface IWbMeshAdapter
{
/// <summary>
/// Acquires one logical reference. A normal exception guarantees that no
/// reference was acquired; <see cref="MeshReferenceMutationException"/>
/// explicitly reports the exceptional backend case where it was committed.
/// </summary>
void IncrementRefCount(ulong id);
/// <summary>
/// Releases one logical reference under the same committed-outcome contract
/// as <see cref="IncrementRefCount"/>.
/// </summary>
void DecrementRefCount(ulong id);
/// <summary>
/// Pins render data whose CPU preparation is owned by a specialized
/// pipeline (for example synthetic EnvCell geometry). Unlike ordinary
/// registration, production implementations must not start a generic
/// GfxObj decode for this id.
/// </summary>
void PinPreparedRenderData(ulong id) => IncrementRefCount(id);
/// <summary>
/// True once the mesh has crossed the render-thread upload barrier and is
/// available to draw. The default keeps lifecycle-only test doubles
/// source-compatible; production adapters override it.
/// </summary>
bool IsRenderDataReady(ulong id) => true;
}