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
This commit is contained in:
Kelsi 2026-03-27 16:33:16 -07:00
parent cf0e2aa240
commit b0466e9029
29 changed files with 328 additions and 196 deletions

View file

@ -2724,11 +2724,26 @@ bool CreatureQueryResponseParser::parse(network::Packet& packet, CreatureQueryRe
data.family = packet.readUInt32();
data.rank = packet.readUInt32();
// Skip remaining fields (kill credits, display IDs, modifiers, quest items, etc.)
// We've got what we need for display purposes
// killCredit[2] + displayId[4] = 6 × 4 = 24 bytes
if (!packet.hasRemaining(24)) {
LOG_WARNING("SMSG_CREATURE_QUERY_RESPONSE: truncated before displayIds (entry=", data.entry, ")");
LOG_DEBUG("Creature query response: ", data.name, " (type=", data.creatureType,
" rank=", data.rank, ")");
return true;
}
packet.readUInt32(); // killCredit[0]
packet.readUInt32(); // killCredit[1]
data.displayId[0] = packet.readUInt32();
data.displayId[1] = packet.readUInt32();
data.displayId[2] = packet.readUInt32();
data.displayId[3] = packet.readUInt32();
// Skip remaining fields (healthMultiplier, powerMultiplier, racialLeader, questItems, movementId)
LOG_DEBUG("Creature query response: ", data.name, " (type=", data.creatureType,
" rank=", data.rank, ")");
" rank=", data.rank, " displayIds=[", data.displayId[0], ",",
data.displayId[1], ",", data.displayId[2], ",", data.displayId[3], "])");
return true;
}