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Unlimited creature model uploads during load screen, remove duplicate code
Loading screen now calls processCreatureSpawnQueue(unlimited=true) which removes the 1-upload-per-frame cap and 2ms time budget, allowing all pending creature models to upload to GPU in bulk. Also increases concurrent async background loads from 4 to 16 during load screen. Replaces 40-line inline duplicate of processAsyncCreatureResults with the shared function.
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2 changed files with 14 additions and 58 deletions
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@ -215,7 +215,7 @@ private:
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std::future<PreparedCreatureModel> future;
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};
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std::vector<AsyncCreatureLoad> asyncCreatureLoads_;
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void processAsyncCreatureResults();
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void processAsyncCreatureResults(bool unlimited = false);
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static constexpr int MAX_ASYNC_CREATURE_LOADS = 4; // concurrent background loads
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std::unordered_set<uint64_t> deadCreatureGuids_; // GUIDs that should spawn in corpse/death pose
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std::unordered_map<uint32_t, uint32_t> displayIdModelCache_; // displayId → modelId (model caching)
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@ -373,7 +373,7 @@ private:
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std::unordered_set<uint64_t> pendingPlayerSpawnGuids_;
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void processPlayerSpawnQueue();
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std::unordered_set<uint64_t> creaturePermanentFailureGuids_;
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void processCreatureSpawnQueue();
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void processCreatureSpawnQueue(bool unlimited = false);
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struct PendingGameObjectSpawn {
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uint64_t guid;
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