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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).