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perf: eliminate ~70 unnecessary sqrt ops per frame, optimize caches and threading
Squared distance optimizations across 30 files: - Convert glm::length() comparisons to glm::dot() (no sqrt) - Use glm::inversesqrt() for check-then-normalize patterns (1 rsqrt vs 2 sqrt) - Defer sqrt to after early-out checks in collision/movement code - Hottest paths: camera_controller (21), weather particles, WMO collision, transport movement, creature interpolation, nameplate culling Container and algorithm improvements: - std::map<string> → std::unordered_map for asset/DBC/MPQ/warden caches - std::mutex → std::shared_mutex for asset_manager and mpq_manager caches - std::sort → std::partial_sort in lighting_manager (top-2 of N volumes) - Double-lookup find()+operator[] → insert_or_assign in game_handler - Add reserve() for per-frame vectors: weather, swim_effects, WMO/M2 collision Threading and synchronization: - Replace 1ms busy-wait polling with condition_variable in character_renderer - Move timestamp capture before mutex in logger - Use memory_order_acquire/release for normal map completion signaling API additions: - DBC getStringView()/getStringViewByOffset() for zero-copy string access - Parse creature display IDs from SMSG_CREATURE_QUERY_SINGLE_RESPONSE
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29 changed files with 328 additions and 196 deletions
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@ -1502,9 +1502,10 @@ struct CreatureQueryResponseData {
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std::string subName;
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std::string iconName;
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uint32_t typeFlags = 0;
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uint32_t creatureType = 0;
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uint32_t creatureType = 0; // 1=Beast, 2=Dragonkin, 3=Demon, 4=Elemental, 5=Giant, 6=Undead, 7=Humanoid, ...
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uint32_t family = 0;
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uint32_t rank = 0; // 0=Normal, 1=Elite, 2=Rare Elite, 3=Boss, 4=Rare
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uint32_t displayId[4] = {}; // Up to 4 random display models (0 = unused)
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bool isValid() const { return entry != 0 && !name.empty(); }
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};
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