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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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@ -1908,6 +1908,19 @@ network::Packet DelIgnorePacket::build(uint64_t ignoreGuid) {
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return packet;
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}
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network::Packet ComplainPacket::build(uint64_t targetGuid, const std::string& reason) {
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network::Packet packet(wireOpcode(Opcode::CMSG_COMPLAIN));
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packet.writeUInt8(1); // complaintType: 1 = spam
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packet.writeUInt64(targetGuid);
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packet.writeUInt32(0); // unk
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packet.writeUInt32(0); // messageType
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packet.writeUInt32(0); // channelId
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packet.writeUInt32(static_cast<uint32_t>(time(nullptr))); // timestamp
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packet.writeString(reason);
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LOG_DEBUG("Built CMSG_COMPLAIN: target=0x", std::hex, targetGuid, std::dec, " reason=", reason);
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return packet;
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}
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// ============================================================
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// Logout Commands
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// ============================================================
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