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Throttle player equipment compositing and spawning to fix walking stutter
Defer equipment texture compositing to a queue processed max 1 per frame instead of compositing immediately on callback (each compositeWithRegions call does file I/O + CPU blit + GPU upload on the main thread). Reduce MAX_SPAWNS_PER_FRAME from 96 to 8 and increase inspect rate limit from 0.75s to 2s. Demote noisy per-frame logs to DEBUG level.
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parent
d87a86e35c
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3 changed files with 23 additions and 7 deletions
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@ -314,8 +314,8 @@ void GameHandler::update(float deltaTime) {
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if (guid != 0 && guid != playerGuid && entityManager.hasEntity(guid)) {
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auto pkt = InspectPacket::build(guid);
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socket->send(pkt);
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inspectRateLimit_ = 0.75f; // keep it gentle
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LOG_INFO("Sent CMSG_INSPECT for player 0x", std::hex, guid, std::dec);
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inspectRateLimit_ = 2.0f; // throttle to avoid compositing stutter
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LOG_DEBUG("Sent CMSG_INSPECT for player 0x", std::hex, guid, std::dec);
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}
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}
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@ -4040,7 +4040,7 @@ void GameHandler::handleDestroyObject(network::Packet& packet) {
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LOG_INFO("Destroyed entity: 0x", std::hex, data.guid, std::dec,
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" (", (data.isDeath ? "death" : "despawn"), ")");
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} else {
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LOG_WARNING("Destroy object for unknown entity: 0x", std::hex, data.guid, std::dec);
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LOG_DEBUG("Destroy object for unknown entity: 0x", std::hex, data.guid, std::dec);
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}
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// Clean up auto-attack and target if destroyed entity was our target
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@ -6033,7 +6033,7 @@ void GameHandler::updateOtherPlayerVisibleItems(uint64_t guid, const std::map<ui
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// Layout not detected yet — queue this player for inspect as fallback.
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if (socket && state == WorldState::IN_WORLD) {
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pendingAutoInspect_.insert(guid);
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LOG_INFO("Queued player 0x", std::hex, guid, std::dec, " for auto-inspect (layout not detected)");
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LOG_DEBUG("Queued player 0x", std::hex, guid, std::dec, " for auto-inspect (layout not detected)");
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}
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return;
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}
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