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fix(render): code quality cleanup
Magic number elimination: - Create protocol_constants.hpp, warden_constants.hpp, render_constants.hpp, ui_constants.hpp - Replace ~55 magic numbers across game_handler, warden_handler, m2_renderer_render Reduce nesting depth: - Extract 5 parseEffect* methods from handleSpellLogExecute (max indent 52 → 16 cols) - Extract resolveSpellSchool/playSpellCastSound/playSpellImpactSound from 3× duplicate audio blocks in handleSpellGo - Flatten SMSG_INVENTORY_CHANGE_FAILURE with early-return guards - Extract drawScreenEdgeVignette() for 3 duplicate vignette blocks DRY extract patterns: - Replace 12 compound expansion checks with isPreWotlk() across movement_handler (9), chat_handler (1), social_handler (1) const to constexpr: - Promote 23+ static const arrays/scalars to static constexpr across 12 source files Error handling: - Convert PIN auth from exceptions to std::optional<PinProof> - Add [[nodiscard]] to 15+ initialize/parse methods - Wrap ~20 unchecked initialize() calls with LOG_WARNING/LOG_ERROR Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
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41 changed files with 849 additions and 424 deletions
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@ -49,7 +49,7 @@ public:
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* @param perFrameLayout Descriptor set layout for set 0 (per-frame UBO)
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* @param assetManager Asset manager for loading textures (optional)
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*/
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bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout,
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[[nodiscard]] bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout,
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pipeline::AssetManager* assetManager = nullptr);
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/**
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@ -163,7 +163,7 @@ public:
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/**
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* Initialize shadow pipeline (Phase 7)
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*/
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bool initializeShadow(VkRenderPass shadowRenderPass);
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[[nodiscard]] bool initializeShadow(VkRenderPass shadowRenderPass);
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/**
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* Render depth-only for shadow casting
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