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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.
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2 changed files with 5 additions and 23 deletions
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@ -1275,6 +1275,7 @@ public:
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bool isLfgInDungeon() const { return lfgState_ == LfgState::InDungeon; }
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uint32_t getLfgDungeonId() const { return lfgDungeonId_; }
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std::string getCurrentLfgDungeonName() const { return getLfgDungeonName(lfgDungeonId_); }
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std::string getMapName(uint32_t mapId) const;
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uint32_t getLfgProposalId() const { return lfgProposalId_; }
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int32_t getLfgAvgWaitSec() const { return lfgAvgWaitSec_; }
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uint32_t getLfgTimeInQueueMs() const { return lfgTimeInQueueMs_; }
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@ -2977,7 +2978,6 @@ private:
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std::unordered_map<uint32_t, std::string> mapNameCache_;
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bool mapNameCacheLoaded_ = false;
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void loadMapNameCache();
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std::string getMapName(uint32_t mapId) const;
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// LFG dungeon name cache (lazy-loaded from LFGDungeons.dbc; WotLK only)
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std::unordered_map<uint32_t, std::string> lfgDungeonNameCache_;
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