perf: eliminate per-frame heap allocs in M2 renderer; UI polish and report
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M2 renderer: move 3 per-frame local containers to member variables:
- particleGroups_ (unordered_map): reuse bucket structure across frames
- ribbonDraws_ (vector): reuse draw call buffer
- shadowTexSetCache_ (unordered_map): reuse descriptor cache
Eliminates ~3 heap allocations per frame in particle/ribbon/shadow passes.

UI polish:
- Nameplate hover tooltip showing level, class (players), guild name
- Bag window titles show slot counts: "Backpack (12/16)"

Player report: CMSG_COMPLAIN packet builder and reportPlayer() method.
"Report Player" option in target frame right-click menu for other players.
Server response handler (SMSG_COMPLAIN_RESULT) was already implemented.
This commit is contained in:
Kelsi 2026-03-27 18:21:47 -07:00
parent dee90d2951
commit 2af3594ce8
8 changed files with 117 additions and 44 deletions

View file

@ -718,6 +718,7 @@ public:
// Combat and Trade
void proposeDuel(uint64_t targetGuid);
void initiateTrade(uint64_t targetGuid);
void reportPlayer(uint64_t targetGuid, const std::string& reason);
void stopCasting();
// ---- Phase 1: Name queries ----

View file

@ -904,6 +904,12 @@ public:
static network::Packet build(uint64_t ignoreGuid);
};
/** CMSG_COMPLAIN packet builder (player report) */
class ComplainPacket {
public:
static network::Packet build(uint64_t targetGuid, const std::string& reason);
};
// ============================================================
// Logout Commands
// ============================================================