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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.
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8 changed files with 117 additions and 44 deletions
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@ -718,6 +718,7 @@ public:
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// Combat and Trade
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void proposeDuel(uint64_t targetGuid);
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void initiateTrade(uint64_t targetGuid);
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void reportPlayer(uint64_t targetGuid, const std::string& reason);
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void stopCasting();
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// ---- Phase 1: Name queries ----
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@ -904,6 +904,12 @@ public:
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static network::Packet build(uint64_t ignoreGuid);
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};
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/** CMSG_COMPLAIN packet builder (player report) */
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class ComplainPacket {
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public:
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static network::Packet build(uint64_t targetGuid, const std::string& reason);
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};
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// ============================================================
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// Logout Commands
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// ============================================================
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