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Fix online item GUID resolution, async terrain loading, and inventory enrichment
Enrich online inventory from local DB when server data is incomplete, add resolveOnlineItemGuid fallback for sell/equip/use, use async enqueueTile for initial terrain load, improve walk/run animation fallbacks, clear target on loot close, and broaden equipability detection to include armor/subclass.
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6 changed files with 119 additions and 8 deletions
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@ -661,7 +661,7 @@ void Renderer::updateCharacterAnimation() {
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} else if (anyStrafeRight) {
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animId = pickFirstAvailable({ANIM_STRAFE_WALK_RIGHT, ANIM_STRAFE_RUN_RIGHT}, ANIM_WALK);
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} else {
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animId = ANIM_WALK;
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animId = pickFirstAvailable({ANIM_WALK, ANIM_RUN}, ANIM_STAND);
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}
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loop = true;
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break;
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@ -673,7 +673,7 @@ void Renderer::updateCharacterAnimation() {
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} else if (anyStrafeRight) {
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animId = pickFirstAvailable({ANIM_STRAFE_RUN_RIGHT}, ANIM_RUN);
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} else {
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animId = ANIM_RUN;
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animId = pickFirstAvailable({ANIM_RUN, ANIM_WALK}, ANIM_STAND);
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}
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loop = true;
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break;
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@ -1622,11 +1622,11 @@ bool Renderer::loadTestTerrain(pipeline::AssetManager* assetManager, const std::
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}
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}
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LOG_INFO("Loading initial tile [", tileX, ",", tileY, "] via terrain manager");
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LOG_INFO("Enqueuing initial tile [", tileX, ",", tileY, "] via terrain manager");
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// Load the initial tile through TerrainManager (properly tracked for streaming)
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if (!terrainManager->loadTile(tileX, tileY)) {
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LOG_ERROR("Failed to load initial tile [", tileX, ",", tileY, "]");
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// Enqueue the initial tile for async loading (avoids long sync stalls)
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if (!terrainManager->enqueueTile(tileX, tileY)) {
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LOG_ERROR("Failed to enqueue initial tile [", tileX, ",", tileY, "]");
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return false;
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}
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