a few fewer update_inventory() calls
A couple of things I noticed while running umpteen tests for tty perm_invent. Remove the update_inventory() from unmul(), and limit the one that deals with seeing inventory when recovering from blindness. Just a drop in the bucket overall, and the screen updates nearly instantly for update_inventory() except when debugging perm_invent so players aren't likely to notice this.
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@@ -1,4 +1,4 @@
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/* NetHack 3.7 invent.c $NHDT-Date: 1700869704 2023/11/24 23:48:24 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.476 $ */
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/* NetHack 3.7 invent.c $NHDT-Date: 1702017603 2023/12/08 06:40:03 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.484 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Derek S. Ray, 2015. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -2611,6 +2611,7 @@ void
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learn_unseen_invent(void)
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{
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struct obj *otmp;
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boolean invupdated = FALSE;
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if (Blind)
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return; /* sanity check */
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@@ -2618,6 +2619,7 @@ learn_unseen_invent(void)
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for (otmp = gi.invent; otmp; otmp = otmp->nobj) {
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if (otmp->dknown && (otmp->bknown || !Role_if(PM_CLERIC)))
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continue; /* already seen */
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invupdated = TRUE;
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/* xname() will set dknown, perhaps bknown (for priest[ess]);
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result from xname() is immediately released for re-use */
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maybereleaseobuf(xname(otmp));
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@@ -2626,7 +2628,8 @@ learn_unseen_invent(void)
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* handle deferred discovery here.
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*/
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}
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update_inventory();
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if (invupdated)
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update_inventory();
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}
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/* persistent inventory window is maintained by interface code;
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