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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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dee90d2951
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8 changed files with 117 additions and 44 deletions
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@ -4271,6 +4271,8 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
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gameHandler.addFriend(name);
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if (ImGui::MenuItem("Ignore"))
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gameHandler.addIgnore(name);
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if (ImGui::MenuItem("Report Player"))
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gameHandler.reportPlayer(tGuid, "Reported via UI");
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}
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ImGui::Separator();
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if (ImGui::BeginMenu("Set Raid Mark")) {
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@ -12181,6 +12183,17 @@ void GameScreen::renderNameplates(game::GameHandler& gameHandler) {
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if (mouse.x >= nx0 && mouse.x <= nx1 && mouse.y >= ny0 && mouse.y <= ny1) {
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// Track mouseover for [target=mouseover] macro conditionals
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gameHandler.setMouseoverGuid(guid);
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// Hover tooltip: name, level/class, guild
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ImGui::BeginTooltip();
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ImGui::TextUnformatted(unitName.c_str());
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if (isPlayer) {
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uint8_t cid = entityClassId(unit);
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ImGui::Text("Level %u %s", level, classNameStr(cid));
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} else if (level > 0) {
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ImGui::Text("Level %u", level);
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}
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if (!subLabel.empty()) ImGui::TextColored(ImVec4(0.7f,0.7f,0.7f,1.0f), "%s", subLabel.c_str());
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ImGui::EndTooltip();
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if (ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
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gameHandler.setTarget(guid);
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} else if (ImGui::IsMouseClicked(ImGuiMouseButton_Right)) {
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@ -985,10 +985,15 @@ void InventoryScreen::renderSeparateBags(game::Inventory& inventory, uint64_t mo
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// Backpack window (bottom of stack)
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if (backpackOpen_) {
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int bpRows = (inventory.getBackpackSize() + columns - 1) / columns;
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int bpTotal = inventory.getBackpackSize();
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int bpUsed = 0;
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for (int i = 0; i < bpTotal; ++i) if (!inventory.getBackpackSlot(i).empty()) ++bpUsed;
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char bpTitle[64];
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snprintf(bpTitle, sizeof(bpTitle), "Backpack (%d/%d)", bpUsed, bpTotal);
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int bpRows = (bpTotal + columns - 1) / columns;
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float bpH = bpRows * (slotSize + 4.0f) + 80.0f; // header + money + padding
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float defaultY = stackBottom - bpH;
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renderBagWindow("Backpack", backpackOpen_, inventory, -1, stackX, defaultY, moneyCopper);
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renderBagWindow(bpTitle, backpackOpen_, inventory, -1, stackX, defaultY, moneyCopper);
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stackBottom = defaultY - stackGap;
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}
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@ -1010,14 +1015,16 @@ void InventoryScreen::renderSeparateBags(game::Inventory& inventory, uint64_t mo
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float defaultY = stackBottom - bagH;
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stackBottom = defaultY - stackGap;
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// Build title from equipped bag item name
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char title[64];
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// Build title from equipped bag item name, with used/total slot counts
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int bagUsed = 0;
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for (int si = 0; si < bagSize; ++si) if (!inventory.getBagSlot(bag, si).empty()) ++bagUsed;
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char title[96];
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game::EquipSlot bagSlot = static_cast<game::EquipSlot>(static_cast<int>(game::EquipSlot::BAG1) + bag);
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const auto& bagItem = inventory.getEquipSlot(bagSlot);
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if (!bagItem.empty() && !bagItem.item.name.empty()) {
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snprintf(title, sizeof(title), "%s##bag%d", bagItem.item.name.c_str(), bag);
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snprintf(title, sizeof(title), "%s (%d/%d)##bag%d", bagItem.item.name.c_str(), bagUsed, bagSize, bag);
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} else {
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snprintf(title, sizeof(title), "Bag Slot %d##bag%d", bag + 1, bag);
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snprintf(title, sizeof(title), "Bag Slot %d (%d/%d)##bag%d", bag + 1, bagUsed, bagSize, bag);
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}
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renderBagWindow(title, bagOpen_[bag], inventory, bag, stackX, defaultY, 0);
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