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

@ -13784,6 +13784,23 @@ void GameHandler::initiateTrade(uint64_t targetGuid) {
LOG_INFO("Initiated trade with target: 0x", std::hex, targetGuid, std::dec);
}
void GameHandler::reportPlayer(uint64_t targetGuid, const std::string& reason) {
if (!isInWorld()) {
LOG_WARNING("Cannot report player: not in world or not connected");
return;
}
if (targetGuid == 0) {
addSystemChatMessage("You must target a player to report.");
return;
}
auto packet = ComplainPacket::build(targetGuid, reason);
socket->send(packet);
addSystemChatMessage("Player report submitted.");
LOG_INFO("Reported player: 0x", std::hex, targetGuid, std::dec, " reason=", reason);
}
void GameHandler::stopCasting() {
if (!isInWorld()) {
LOG_WARNING("Cannot stop casting: not in world or not connected");