fix(render): clone geometry in all renderers to prevent WebGPU crash#1055
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The previous fix only addressed GPUIndirectRenderer, but BuildingRenderer, UnitRenderer, and ResourceRenderer also shared geometry from the asset cache without cloning. When instanced groups were cleaned up during LOD changes or inactive mesh cleanup cycles, the shared GPU buffers were disposed while still referenced by other meshes. Changes: - UnitRenderer: Clone geometry when creating instanced groups, dispose geometry during cleanup (lines 719, 1183, 1251, 1333) - BuildingRenderer: Clone geometry when creating instanced groups, dispose geometry during cleanup (lines 283, 243, 2416) - ResourceRenderer: Clone geometry when creating instanced groups (line 197) The ~7 minute crash timing corresponds to the INACTIVE_MESH_CLEANUP_FRAMES threshold combined with entity spawning/despawning patterns in a 6-player AI game causing enough cleanup cycles to hit the race condition.
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The previous fix only addressed GPUIndirectRenderer, but BuildingRenderer, UnitRenderer, and ResourceRenderer also shared geometry from the asset cache without cloning. When instanced groups were cleaned up during LOD changes or inactive mesh cleanup cycles, the shared GPU buffers were disposed while still referenced by other meshes.
Changes:
The ~7 minute crash timing corresponds to the INACTIVE_MESH_CLEANUP_FRAMES threshold combined with entity spawning/despawning patterns in a 6-player AI game causing enough cleanup cycles to hit the race condition.