acdream/src/AcDream.App/Rendering/OrderedResourceTeardown.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

36 lines
981 B
C#

namespace AcDream.App.Rendering;
/// <summary>
/// Runs dependency-ordered resource teardown one stage at a time. A failed
/// stage remains current, so a later <see cref="Advance"/> retries exactly
/// that owner before any dependent resource can be destroyed.
/// </summary>
internal sealed class OrderedResourceTeardown(params Action[] stages)
{
private readonly Action[] _stages = stages ?? throw new ArgumentNullException(nameof(stages));
private int _nextStage;
private bool _advancing;
public bool IsComplete => _nextStage == _stages.Length;
internal int NextStage => _nextStage;
public void Advance()
{
if (_advancing || IsComplete)
return;
_advancing = true;
try
{
while (_nextStage < _stages.Length)
{
_stages[_nextStage]();
_nextStage++;
}
}
finally
{
_advancing = false;
}
}
}