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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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2af3594ce8
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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@ -550,6 +550,49 @@ private:
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};
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std::vector<GlowSprite> glowSprites_; // Reused each frame
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// Shadow-pass texture descriptor cache (reused each frame, cleared via pool reset)
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std::unordered_map<VkImageView, VkDescriptorSet> shadowTexSetCache_;
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// Ribbon draw-call list (reused each frame)
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struct RibbonDrawCall {
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VkDescriptorSet texSet;
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VkPipeline pipeline;
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uint32_t firstVertex;
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uint32_t vertexCount;
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};
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std::vector<RibbonDrawCall> ribbonDraws_;
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// Particle group structures (reused each frame)
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struct ParticleGroupKey {
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VkTexture* texture;
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uint8_t blendType;
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uint16_t tilesX;
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uint16_t tilesY;
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bool operator==(const ParticleGroupKey& other) const {
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return texture == other.texture &&
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blendType == other.blendType &&
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tilesX == other.tilesX &&
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tilesY == other.tilesY;
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}
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};
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struct ParticleGroupKeyHash {
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size_t operator()(const ParticleGroupKey& key) const {
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size_t h1 = std::hash<uintptr_t>{}(reinterpret_cast<uintptr_t>(key.texture));
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size_t h2 = std::hash<uint32_t>{}((static_cast<uint32_t>(key.tilesX) << 16) | key.tilesY);
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size_t h3 = std::hash<uint8_t>{}(key.blendType);
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return h1 ^ (h2 * 0x9e3779b9u) ^ (h3 * 0x85ebca6bu);
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}
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};
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struct ParticleGroup {
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VkTexture* texture;
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uint8_t blendType;
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uint16_t tilesX;
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uint16_t tilesY;
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VkDescriptorSet preAllocSet = VK_NULL_HANDLE;
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std::vector<float> vertexData;
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};
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std::unordered_map<ParticleGroupKey, ParticleGroup, ParticleGroupKeyHash> particleGroups_;
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// Animation update buffers (avoid per-frame allocation)
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std::vector<size_t> boneWorkIndices_; // Reused each frame
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std::vector<std::future<void>> animFutures_; // Reused each frame
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@ -13784,6 +13784,23 @@ void GameHandler::initiateTrade(uint64_t targetGuid) {
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LOG_INFO("Initiated trade with target: 0x", std::hex, targetGuid, std::dec);
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}
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void GameHandler::reportPlayer(uint64_t targetGuid, const std::string& reason) {
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if (!isInWorld()) {
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LOG_WARNING("Cannot report player: not in world or not connected");
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return;
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}
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if (targetGuid == 0) {
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addSystemChatMessage("You must target a player to report.");
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return;
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}
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auto packet = ComplainPacket::build(targetGuid, reason);
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socket->send(packet);
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addSystemChatMessage("Player report submitted.");
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LOG_INFO("Reported player: 0x", std::hex, targetGuid, std::dec, " reason=", reason);
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}
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void GameHandler::stopCasting() {
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if (!isInWorld()) {
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LOG_WARNING("Cannot stop casting: not in world or not connected");
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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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@ -2998,7 +2998,9 @@ void M2Renderer::renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSpaceMa
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vkResetDescriptorPool(vkCtx_->getDevice(), shadowTexPool_, 0);
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}
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// Cache: texture imageView -> allocated descriptor set (avoids duplicates within frame)
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std::unordered_map<VkImageView, VkDescriptorSet> texSetCache;
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// Reuse persistent map — pool reset already invalidated the sets.
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shadowTexSetCache_.clear();
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auto& texSetCache = shadowTexSetCache_;
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auto getTexDescSet = [&](VkTexture* tex) -> VkDescriptorSet {
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VkImageView iv = tex->getImageView();
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@ -3425,13 +3427,8 @@ void M2Renderer::renderM2Ribbons(VkCommandBuffer cmd, VkDescriptorSet perFrameSe
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float* dst = static_cast<float*>(ribbonVBMapped_);
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size_t written = 0;
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struct DrawCall {
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VkDescriptorSet texSet;
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VkPipeline pipeline;
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uint32_t firstVertex;
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uint32_t vertexCount;
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};
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std::vector<DrawCall> draws;
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ribbonDraws_.clear();
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auto& draws = ribbonDraws_;
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for (const auto& inst : instances) {
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if (!inst.cachedModel) continue;
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@ -3539,36 +3536,12 @@ void M2Renderer::renderM2Particles(VkCommandBuffer cmd, VkDescriptorSet perFrame
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if (!particlePipeline_ || !m2ParticleVB_) return;
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// Collect all particles from all instances, grouped by texture+blend
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struct ParticleGroupKey {
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VkTexture* texture;
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uint8_t blendType;
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uint16_t tilesX;
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uint16_t tilesY;
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bool operator==(const ParticleGroupKey& other) const {
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return texture == other.texture &&
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blendType == other.blendType &&
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tilesX == other.tilesX &&
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tilesY == other.tilesY;
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// Reuse persistent map — clear each group's vertex data but keep bucket structure.
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for (auto& [k, g] : particleGroups_) {
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g.vertexData.clear();
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g.preAllocSet = VK_NULL_HANDLE;
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}
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};
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struct ParticleGroupKeyHash {
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size_t operator()(const ParticleGroupKey& key) const {
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size_t h1 = std::hash<uintptr_t>{}(reinterpret_cast<uintptr_t>(key.texture));
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size_t h2 = std::hash<uint32_t>{}((static_cast<uint32_t>(key.tilesX) << 16) | key.tilesY);
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size_t h3 = std::hash<uint8_t>{}(key.blendType);
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return h1 ^ (h2 * 0x9e3779b9u) ^ (h3 * 0x85ebca6bu);
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}
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};
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struct ParticleGroup {
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VkTexture* texture;
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uint8_t blendType;
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uint16_t tilesX;
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uint16_t tilesY;
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VkDescriptorSet preAllocSet = VK_NULL_HANDLE; // Pre-allocated stable set, avoids per-frame alloc
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std::vector<float> vertexData; // 9 floats per particle
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};
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std::unordered_map<ParticleGroupKey, ParticleGroup, ParticleGroupKeyHash> groups;
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auto& groups = particleGroups_;
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size_t totalParticles = 0;
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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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