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>
104 lines
3.3 KiB
C#
104 lines
3.3 KiB
C#
namespace AcDream.App.Rendering;
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internal readonly record struct ResourceShutdownOperation(string Name, Action Execute);
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internal sealed record ResourceShutdownStage(
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string Name,
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ResourceShutdownOperation[] Operations);
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/// <summary>
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/// Owns application-level shutdown ordering. Operations within one stage are
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/// independent and are all attempted; later stages remain protected until the
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/// current stage has converged. Successful operations are never replayed.
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/// </summary>
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internal sealed class ResourceShutdownTransaction(params ResourceShutdownStage[] stages)
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{
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private sealed class StageState(int operationCount)
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{
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public bool[] Complete { get; } = new bool[operationCount];
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}
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private const int MaximumConsecutiveStalledPasses = 2;
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private readonly ResourceShutdownStage[] _stages =
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stages ?? throw new ArgumentNullException(nameof(stages));
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private readonly StageState[] _states =
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stages.Select(stage => new StageState(stage.Operations.Length)).ToArray();
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private int _currentStage;
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private bool _completing;
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public bool IsComplete => _currentStage == _stages.Length;
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internal int CurrentStage => _currentStage;
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public void CompleteOrThrow()
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{
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if (_completing || IsComplete)
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return;
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_completing = true;
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try
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{
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int stalledPasses = 0;
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List<Exception>? latestFailures = null;
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while (!IsComplete)
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{
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bool progressed = AdvanceCurrentStage(out List<Exception>? failures);
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latestFailures = failures;
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if (progressed)
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{
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stalledPasses = 0;
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continue;
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}
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stalledPasses++;
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if (stalledPasses < MaximumConsecutiveStalledPasses)
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continue;
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ResourceShutdownStage stage = _stages[_currentStage];
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throw new AggregateException(
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$"Shutdown stage '{stage.Name}' did not converge after retrying its pending operations.",
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latestFailures ??
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[new InvalidOperationException("The shutdown stage made no progress and reported no failure.")]);
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}
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}
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finally
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{
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_completing = false;
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}
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}
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private bool AdvanceCurrentStage(out List<Exception>? failures)
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{
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ResourceShutdownStage stage = _stages[_currentStage];
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StageState state = _states[_currentStage];
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bool progressed = false;
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failures = null;
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for (int i = 0; i < stage.Operations.Length; i++)
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{
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if (state.Complete[i])
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continue;
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ResourceShutdownOperation operation = stage.Operations[i];
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try
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{
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operation.Execute();
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state.Complete[i] = true;
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progressed = true;
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}
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catch (Exception error)
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{
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(failures ??= []).Add(new InvalidOperationException(
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$"Shutdown operation '{operation.Name}' failed in stage '{stage.Name}'.",
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error));
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}
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}
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if (state.Complete.All(static complete => complete))
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{
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_currentStage++;
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progressed = true;
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}
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return progressed;
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}
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}
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