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Re-query player names during rendering to resolve pending queries
When a player nameplate is about to render with an empty name (showing "Player (level)" placeholder), actively re-request the name query. Since queryPlayerName() is idempotent (won't duplicate pending queries), this ensures that slow network responses don't cause players to permanently display as "Player (67)" even after the response arrives. Rendering code now triggers name queries to completion before falling back to placeholders.
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1 changed files with 8 additions and 4 deletions
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@ -5395,10 +5395,14 @@ void GameScreen::renderNameplates(game::GameHandler& gameHandler) {
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// Fall back to level as placeholder while the name query is pending.
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if (!unitName.empty())
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snprintf(labelBuf, sizeof(labelBuf), "%s", unitName.c_str());
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else if (level > 0)
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snprintf(labelBuf, sizeof(labelBuf), "Player (%u)", level);
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else
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snprintf(labelBuf, sizeof(labelBuf), "Player");
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else {
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// Name query may be pending; request it now to ensure it gets resolved
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gameHandler.queryPlayerName(unit->getGuid());
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if (level > 0)
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snprintf(labelBuf, sizeof(labelBuf), "Player (%u)", level);
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else
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snprintf(labelBuf, sizeof(labelBuf), "Player");
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}
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} else if (level > 0) {
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uint32_t playerLevel = gameHandler.getPlayerLevel();
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// Show skull for units more than 10 levels above the player
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