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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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@ -868,7 +868,8 @@ bool TerrainManager::advanceFinalization(FinalizingTile& ft) {
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// Ensure M2 renderer has asset manager
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if (m2Renderer && assetManager) {
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m2Renderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
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if (!m2Renderer->initialize(nullptr, VK_NULL_HANDLE, assetManager))
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LOG_WARNING("M2Renderer terrain re-init failed");
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}
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ft.phase = FinalizationPhase::M2_MODELS;
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@ -952,7 +953,8 @@ bool TerrainManager::advanceFinalization(FinalizingTile& ft) {
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case FinalizationPhase::WMO_MODELS: {
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// Upload multiple WMO models per call (batched GPU uploads)
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if (wmoRenderer && assetManager) {
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wmoRenderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
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if (!wmoRenderer->initialize(nullptr, VK_NULL_HANDLE, assetManager))
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LOG_WARNING("WMORenderer terrain re-init failed");
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// Set pre-decoded BLP cache and defer normal maps during streaming
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wmoRenderer->setPredecodedBLPCache(&pending->preloadedWMOTextures);
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wmoRenderer->setDeferNormalMaps(true);
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