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Preload terrain textures on background thread and fix ramp Z-snapping
Load BLP texture data during prepareTile() and upload to GL cache in finalizeTile(), eliminating file I/O stalls on the main thread. Reduce ready tiles per frame to 1. Fix camera sweep to snap Z to ramp surfaces. Change hearthstone action bar slot from spell to item.
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6 changed files with 66 additions and 13 deletions
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@ -30,13 +30,12 @@ GameHandler::GameHandler() {
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// Default spells always available
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knownSpells.push_back(6603); // Attack
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knownSpells.push_back(8690); // Hearthstone
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// Default action bar layout
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actionBar[0].type = ActionBarSlot::SPELL;
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actionBar[0].id = 6603; // Attack in slot 1
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actionBar[11].type = ActionBarSlot::SPELL;
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actionBar[11].id = 8690; // Hearthstone in slot 12
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actionBar[11].type = ActionBarSlot::ITEM;
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actionBar[11].id = 6948; // Hearthstone item in slot 12
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}
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GameHandler::~GameHandler() {
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@ -3788,13 +3787,10 @@ void GameHandler::handleInitialSpells(network::Packet& packet) {
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knownSpells = data.spellIds;
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// Ensure Attack (6603) and Hearthstone (8690) are always present
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// Ensure Attack (6603) is always present
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if (std::find(knownSpells.begin(), knownSpells.end(), 6603u) == knownSpells.end()) {
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knownSpells.insert(knownSpells.begin(), 6603u);
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}
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if (std::find(knownSpells.begin(), knownSpells.end(), 8690u) == knownSpells.end()) {
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knownSpells.push_back(8690u);
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}
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// Set initial cooldowns
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for (const auto& cd : data.cooldowns) {
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@ -3803,11 +3799,11 @@ void GameHandler::handleInitialSpells(network::Packet& packet) {
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}
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}
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// Load saved action bar or use defaults (Attack slot 1, Hearthstone slot 12)
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// Load saved action bar or use defaults (Attack slot 1, Hearthstone item slot 12)
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actionBar[0].type = ActionBarSlot::SPELL;
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actionBar[0].id = 6603; // Attack
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actionBar[11].type = ActionBarSlot::SPELL;
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actionBar[11].id = 8690; // Hearthstone
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actionBar[11].type = ActionBarSlot::ITEM;
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actionBar[11].id = 6948; // Hearthstone item
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loadCharacterConfig();
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LOG_INFO("Learned ", knownSpells.size(), " spells");
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