refactor: use gameHandler.getMapName in instance lockout window

Replaces the static local Map.dbc cache in renderInstanceLockoutsWindow()
with the existing GameHandler::getMapName() accessor, eliminating duplicate
DBC loading. Moves getMapName declaration to public interface.
This commit is contained in:
Kelsi 2026-03-13 08:23:43 -07:00
parent 75139aca77
commit ea7b276125
2 changed files with 5 additions and 23 deletions

View file

@ -1275,6 +1275,7 @@ public:
bool isLfgInDungeon() const { return lfgState_ == LfgState::InDungeon; }
uint32_t getLfgDungeonId() const { return lfgDungeonId_; }
std::string getCurrentLfgDungeonName() const { return getLfgDungeonName(lfgDungeonId_); }
std::string getMapName(uint32_t mapId) const;
uint32_t getLfgProposalId() const { return lfgProposalId_; }
int32_t getLfgAvgWaitSec() const { return lfgAvgWaitSec_; }
uint32_t getLfgTimeInQueueMs() const { return lfgTimeInQueueMs_; }
@ -2977,7 +2978,6 @@ private:
std::unordered_map<uint32_t, std::string> mapNameCache_;
bool mapNameCacheLoaded_ = false;
void loadMapNameCache();
std::string getMapName(uint32_t mapId) const;
// LFG dungeon name cache (lazy-loaded from LFGDungeons.dbc; WotLK only)
std::unordered_map<uint32_t, std::string> lfgDungeonNameCache_;