UpdateBlock::fields and Entity::fields were both std::map<uint16_t,
uint32_t>. Every UPDATE_OBJECT packet allocated one red-black-tree
node per parsed field (typically ~20 fields × dozens of blocks per
packet), trashing the allocator and producing pointer-chained
iteration on every consumer scan.
Introduce FlatFieldMap (include/game/flat_field_map.hpp): a sorted
std::vector<std::pair<uint16_t, uint32_t>> wrapper with the same
iterator-based API the existing 50+ call sites use — find(), end(),
operator[], range-for, ->first/->second on iterators. The parser
walks the bitmask low-to-high so append_sorted() is O(1) amortized;
Entity::setField falls back to insert_or_assign which is O(log N)
search + O(N) shift but N is small (~60 fields per entity).
Switched every signature on the path:
- UpdateBlock::fields, Entity::fields storage
- extractContainerFields / detectInventorySlotBases /
applyInventoryFields / updateOtherPlayerVisibleItems
- detectPlayerMountChange / maybeDetectCoinageIndex /
applyPlayerStatFields / extractPlayerAppearance
- extractSkillFields / extractExploredZoneFields /
applyQuestStateFromFields
- lastPlayerFields_ snapshot
- lookupName / getUnitByGuid: replace dynamic_cast<Unit*> with
isUnit() + static_cast. Both UNIT and PLAYER object types derive
from Unit, so the type tag is sufficient and skips RTTI walking.
- character_renderer calculateBoneMatrices: gate the per-bone
"extreme translation" diagnostic so the abs() probes and counter
bump only run during the first 3 frames instead of every bone of
every animated character forever.
Both the health==0 and dynFlags UNIT_DYNFLAG_DEAD paths duplicated the
same corpse-position caching and death-state logic with a subtle
asymmetry (only health path called stopAutoAttack). Extracted into
markPlayerDead() so coordinate swapping and state changes happen in one
place. stopAutoAttack remains at the health==0 call site since the
dynFlags path doesn't need it.
- Restore 0x02→0x80 Classic harmful-to-WotLK debuff bit mapping in
syncClassicAurasFromFields so downstream checks work across expansions
- Extract handleDisplayIdChange helper to deduplicate identical logic
in onValuesUpdateUnit and onValuesUpdatePlayer
- Remove unused newItemCreated parameter from handleValuesUpdate
- Fix indentation on PLAYER_DEAD/PLAYER_ALIVE/PLAYER_UNGHOST emit calls
- split applyUpdateObjectBlock into handleCreateObject,
handleValuesUpdate, handleMovementUpdate
- extract concern helpers — createEntityFromBlock,
applyPlayerTransportState, applyUnitFieldsOnCreate/OnUpdate,
applyPlayerStatFields, dispatchEntitySpawn, trackItemOnCreate,
updateItemOnValuesUpdate, syncClassicAurasFromFields,
detectPlayerMountChange, updateNonPlayerTransportAttachment
- UnitFieldIndices, PlayerFieldIndices, UnitFieldUpdateResult
structs with static resolve() — eliminate repeated fieldIndex() calls
- IObjectTypeHandler strategy interface; concrete handlers
UnitTypeHandler, PlayerTypeHandler, GameObjectTypeHandler,
ItemTypeHandler, CorpseTypeHandler registered in typeHandlers_ map;
handleCreateObject and handleValuesUpdate now dispatch via
getTypeHandler() — adding a new object type requires zero changes
to existing handler methods
- PendingEvents member bus; all 27 inline owner_.fireAddonEvent()
calls in the update path replaced with pendingEvents_.emit(); events
flushed via flushPendingEvents() at the end of each handler, decoupling
field-parse logic from the addon callback system
entity_controller.cpp: 1520-line monolith → longest method ~200 lines,
cyclomatic complexity ~180 → ~5; zero duplicated CREATE/VALUES blocks
Moves entity lifecycle, name/creature/game-object caches, transport GUID
tracking, and the entire update-object pipeline out of GameHandler into a
new EntityController class (friend-class pattern, same as CombatHandler
et al.).
What moved:
- applyUpdateObjectBlock() — 1,520-line core of all entity creation,
field updates, and movement application
- processOutOfRangeObjects() / finalizeUpdateObjectBatch()
- handleUpdateObject() / handleCompressedUpdateObject() / handleDestroyObject()
- handleNameQueryResponse() / handleCreatureQueryResponse()
- handleGameObjectQueryResponse() / handleGameObjectPageText()
- handlePageTextQueryResponse()
- enqueueUpdateObjectWork() / processPendingUpdateObjectWork()
- playerNameCache, playerClassRaceCache_, pendingNameQueries
- creatureInfoCache, pendingCreatureQueries
- gameObjectInfoCache_, pendingGameObjectQueries_
- transportGuids_, serverUpdatedTransportGuids_
- EntityManager (accessed by other handlers via getEntityManager())
8 opcodes re-registered by EntityController::registerOpcodes():
SMSG_UPDATE_OBJECT, SMSG_COMPRESSED_UPDATE_OBJECT, SMSG_DESTROY_OBJECT,
SMSG_NAME_QUERY_RESPONSE, SMSG_CREATURE_QUERY_RESPONSE,
SMSG_GAMEOBJECT_QUERY_RESPONSE, SMSG_GAMEOBJECT_PAGETEXT,
SMSG_PAGE_TEXT_QUERY_RESPONSE
Other handler files (combat, movement, social, spell, inventory, quest,
chat) updated to access EntityManager via getEntityManager() and the
name cache via getPlayerNameCache() — no logic changes.
Also included:
- .clang-tidy: add modernize-use-nodiscard,
modernize-use-designated-initializers; set -std=c++20 in ExtraArgs
- test.sh: prepend clang's own resource include dir before GCC's to
silence xmmintrin.h / ia32intrin.h conflicts during clang-tidy runs
Line counts:
entity_controller.hpp 147 lines (new)
entity_controller.cpp 2172 lines (new)
game_handler.cpp 8095 lines (was 10143, −2048)
Build: 0 errors, 0 warnings.