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rendering/game: remove leftover debug dump I/O from hot paths
Remove active file-I/O debug block in character_renderer.cpp that wrote composite textures as raw binary files to /tmp on every texture composite generation. Remove the now-unused <fstream> include. Remove the 10-shot hex dump of decompressed SMSG_MONSTER_MOVE payloads in game_handler.cpp (dumpCount static); format has been confirmed.
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2 changed files with 0 additions and 25 deletions
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@ -12280,16 +12280,6 @@ void GameHandler::handleMonsterMove(network::Packet& packet) {
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return;
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}
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decompressed.resize(destLen);
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// Dump ALL bytes for format diagnosis (remove once confirmed)
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static int dumpCount = 0;
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if (dumpCount < 10) {
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++dumpCount;
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std::string hex;
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for (size_t i = 0; i < destLen; ++i) {
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char buf[4]; snprintf(buf, sizeof(buf), "%02X ", decompressed[i]); hex += buf;
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}
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LOG_INFO("MonsterMove decomp[", destLen, "]: ", hex);
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}
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std::vector<uint8_t> stripped;
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bool hasWrappedForm = stripWrappedSubpacket(decompressed, stripped);
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@ -38,7 +38,6 @@
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#include <unordered_set>
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#include <chrono>
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#include <cstdlib>
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#include <fstream>
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#include <limits>
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#include <cstring>
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@ -1061,19 +1060,6 @@ VkTexture* CharacterRenderer::compositeTextures(const std::vector<std::string>&
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}
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}
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// Debug: dump composite to temp dir for visual inspection
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{
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std::string dumpPath = (std::filesystem::temp_directory_path() / ("wowee_composite_debug_" +
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std::to_string(width) + "x" + std::to_string(height) + ".raw")).string();
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std::ofstream dump(dumpPath, std::ios::binary);
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if (dump) {
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dump.write(reinterpret_cast<const char*>(composite.data()),
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static_cast<std::streamsize>(composite.size()));
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core::Logger::getInstance().info("Composite debug dump: ", dumpPath,
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" (", width, "x", height, ", ", composite.size(), " bytes)");
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}
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}
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// Upload composite to GPU via VkTexture
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auto tex = std::make_unique<VkTexture>();
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tex->upload(*vkCtx_, composite.data(), width, height, VK_FORMAT_R8G8B8A8_UNORM, true);
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@ -2207,7 +2193,6 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
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return whiteTexture_.get();
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};
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// One-time debug dump of rendered batches per model
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// Draw batches (submeshes) with per-batch textures
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for (const auto& batch : gpuModel.data.batches) {
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if (applyGeosetFilter) {
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