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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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@ -194,6 +194,27 @@ bool TerrainManager::loadTile(int x, int y) {
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return true;
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}
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bool TerrainManager::enqueueTile(int x, int y) {
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TileCoord coord = {x, y};
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if (loadedTiles.find(coord) != loadedTiles.end()) {
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return true;
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}
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if (pendingTiles.find(coord) != pendingTiles.end()) {
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return true;
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}
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if (failedTiles.find(coord) != failedTiles.end()) {
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return false;
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}
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{
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std::lock_guard<std::mutex> lock(queueMutex);
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loadQueue.push(coord);
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pendingTiles[coord] = true;
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}
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queueCV.notify_all();
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return true;
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}
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std::unique_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
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TileCoord coord = {x, y};
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