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Improve runtime stutter handling and ground clutter performance
- reduce per-tile ground clutter generation pressure and enforce tighter caps to avoid spikes - remove expensive detail dedupe scans from the hot render path - add progressive/lazy clutter updates around player movement to smooth frame pacing - lower noisy runtime INFO logging to DEBUG/throttled paths - keep terrain/game screen updates responsive while preserving existing behavior
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11 changed files with 714 additions and 116 deletions
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@ -368,12 +368,15 @@ std::string readString(const std::vector<uint8_t>& data, uint32_t offset, uint32
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return "";
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}
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// Strip trailing null bytes (M2 nameLength includes \0)
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while (length > 0 && data[offset + length - 1] == 0) {
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length--;
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// M2 string blocks are C-strings. Some extracted files have a valid
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// string terminated early with embedded NUL and garbage bytes after it.
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// Respect first NUL within the declared length.
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uint32_t actualLen = 0;
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while (actualLen < length && data[offset + actualLen] != 0) {
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actualLen++;
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}
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return std::string(reinterpret_cast<const char*>(&data[offset]), length);
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return std::string(reinterpret_cast<const char*>(&data[offset]), actualLen);
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}
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enum class TrackType { VEC3, QUAT_COMPRESSED, FLOAT };
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