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perf: entity/skill/DBC/warden maps to unordered_map; fix 3x contacts scan
Entity storage: std::map<uint64_t, shared_ptr<Entity>> → unordered_map for O(1) entity lookups instead of O(log n). No code depends on GUID ordering. Player skills: std::map<uint32_t, PlayerSkill> → unordered_map. DBC ID cache: std::map<uint32_t, uint32_t> → unordered_map. Warden: apiHandlers_ and allocations_ → unordered_map (freeBlocks_ kept as std::map since its coalescing logic requires ordered iteration). Contacts: handleFriendStatus() did 3 separate O(n) find_if scans per packet. Consolidated to single find_if with iterator reuse. O(3n) → O(n).
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5 changed files with 20 additions and 21 deletions
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@ -1,7 +1,7 @@
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#pragma once
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#include <vector>
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#include <map>
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#include <unordered_map>
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#include <string>
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#include <string_view>
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#include <cstdint>
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@ -137,7 +137,7 @@ private:
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std::vector<uint8_t> stringBlock; // String block
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// Cache for record ID -> index lookup
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mutable std::map<uint32_t, uint32_t> idToIndexCache;
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mutable std::unordered_map<uint32_t, uint32_t> idToIndexCache;
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mutable bool idCacheBuilt = false;
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void buildIdCache() const;
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