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https://github.com/Kelsidavis/WoWee.git
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Raise diagnostic log thresholds to reduce log noise
SLOW update stages: 3ms → 50ms, renderer update: 5ms → 50ms, loadModel/processAsync/spawnCreature: 3ms → 100ms, terrain/camera: 3-5ms → 50ms. Remove per-frame spawn breakdown.
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02cf0e4df3
commit
16c6c2b6a0
2 changed files with 8 additions and 25 deletions
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@ -868,7 +868,7 @@ void Application::update(float deltaTime) {
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}
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auto stageEnd = std::chrono::steady_clock::now();
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float stageMs = std::chrono::duration<float, std::milli>(stageEnd - stageStart).count();
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if (stageMs > 3.0f) {
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if (stageMs > 50.0f) {
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LOG_WARNING("SLOW update stage '", stageName, "': ", stageMs, "ms");
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}
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};
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@ -913,30 +913,13 @@ void Application::update(float deltaTime) {
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inGameStep = "spawn/equipment queues";
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updateCheckpoint = "in_game: spawn/equipment queues";
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runInGameStage("spawn/equipment queues", [&] {
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auto t0 = std::chrono::steady_clock::now();
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processPlayerSpawnQueue();
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auto t1 = std::chrono::steady_clock::now();
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processCreatureSpawnQueue();
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auto t2 = std::chrono::steady_clock::now();
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processAsyncNpcCompositeResults();
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auto t3 = std::chrono::steady_clock::now();
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processDeferredEquipmentQueue();
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auto t4 = std::chrono::steady_clock::now();
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// Upload completed normal maps from background threads (~1-2ms each GPU upload)
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if (auto* cr = renderer ? renderer->getCharacterRenderer() : nullptr) {
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cr->processPendingNormalMaps(4);
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}
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auto t5 = std::chrono::steady_clock::now();
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float pMs = std::chrono::duration<float, std::milli>(t1 - t0).count();
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float cMs = std::chrono::duration<float, std::milli>(t2 - t1).count();
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float nMs = std::chrono::duration<float, std::milli>(t3 - t2).count();
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float eMs = std::chrono::duration<float, std::milli>(t4 - t3).count();
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float nmMs = std::chrono::duration<float, std::milli>(t5 - t4).count();
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float total = pMs + cMs + nMs + eMs + nmMs;
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if (total > 4.0f) {
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LOG_WARNING("spawn/equip breakdown: player=", pMs, "ms creature=", cMs,
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"ms npcComposite=", nMs, "ms equip=", eMs, "ms normalMaps=", nmMs, "ms");
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}
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});
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// Self-heal missing creature visuals: if a nearby UNIT exists in
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// entity state but has no render instance, queue a spawn retry.
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@ -1514,7 +1497,7 @@ void Application::update(float deltaTime) {
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}
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float ruMs = std::chrono::duration<float, std::milli>(
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std::chrono::steady_clock::now() - rendererUpdateStart).count();
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if (ruMs > 5.0f) {
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if (ruMs > 50.0f) {
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LOG_WARNING("SLOW update stage 'renderer->update': ", ruMs, "ms");
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}
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}
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@ -5145,7 +5128,7 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
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{
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auto texEnd = std::chrono::steady_clock::now();
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float texMs = std::chrono::duration<float, std::milli>(texEnd - texStart).count();
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if (texMs > 3.0f) {
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if (texMs > 50.0f) {
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LOG_WARNING("spawnCreature texture setup took ", texMs, "ms displayId=", displayId,
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" hasPreDec=", hasPreDec, " extra=", dispData.extraDisplayId);
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}
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@ -6854,7 +6837,7 @@ void Application::processAsyncCreatureResults(bool unlimited) {
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{
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auto uploadEnd = std::chrono::steady_clock::now();
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float uploadMs = std::chrono::duration<float, std::milli>(uploadEnd - uploadStart).count();
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if (uploadMs > 3.0f) {
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if (uploadMs > 100.0f) {
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LOG_WARNING("charRenderer->loadModel took ", uploadMs, "ms displayId=", result.displayId,
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" preDecoded=", result.predecodedTextures.size());
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}
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@ -6968,7 +6951,7 @@ void Application::processCreatureSpawnQueue(bool unlimited) {
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{
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auto now = std::chrono::steady_clock::now();
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float asyncMs = std::chrono::duration<float, std::milli>(now - startTime).count();
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if (asyncMs > 3.0f) {
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if (asyncMs > 100.0f) {
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LOG_WARNING("processAsyncCreatureResults took ", asyncMs, "ms");
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}
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}
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@ -7265,7 +7248,7 @@ void Application::processCreatureSpawnQueue(bool unlimited) {
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spawnOnlineCreature(s.guid, s.displayId, s.x, s.y, s.z, s.orientation);
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auto spawnEnd = std::chrono::steady_clock::now();
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float spawnMs = std::chrono::duration<float, std::milli>(spawnEnd - spawnStart).count();
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if (spawnMs > 3.0f) {
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if (spawnMs > 100.0f) {
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LOG_WARNING("spawnOnlineCreature took ", spawnMs, "ms displayId=", s.displayId);
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}
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}
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@ -2434,7 +2434,7 @@ void Renderer::update(float deltaTime) {
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cameraController->update(deltaTime);
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auto cameraEnd = std::chrono::steady_clock::now();
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lastCameraUpdateMs = std::chrono::duration<double, std::milli>(cameraEnd - cameraStart).count();
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if (lastCameraUpdateMs > 3.0) {
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if (lastCameraUpdateMs > 50.0) {
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LOG_WARNING("SLOW cameraController->update: ", lastCameraUpdateMs, "ms");
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}
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@ -2534,7 +2534,7 @@ void Renderer::update(float deltaTime) {
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terrainManager->update(*camera, deltaTime);
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float terrMs = std::chrono::duration<float, std::milli>(
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std::chrono::steady_clock::now() - terrStart).count();
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if (terrMs > 5.0f) {
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if (terrMs > 50.0f) {
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LOG_WARNING("SLOW terrainManager->update: ", terrMs, "ms");
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}
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}
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