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.
This commit is contained in:
Kelsi 2026-03-10 09:30:59 -07:00
parent 55895340e9
commit 60b93cdfd9
2 changed files with 0 additions and 25 deletions

View file

@ -12280,16 +12280,6 @@ void GameHandler::handleMonsterMove(network::Packet& packet) {
return;
}
decompressed.resize(destLen);
// Dump ALL bytes for format diagnosis (remove once confirmed)
static int dumpCount = 0;
if (dumpCount < 10) {
++dumpCount;
std::string hex;
for (size_t i = 0; i < destLen; ++i) {
char buf[4]; snprintf(buf, sizeof(buf), "%02X ", decompressed[i]); hex += buf;
}
LOG_INFO("MonsterMove decomp[", destLen, "]: ", hex);
}
std::vector<uint8_t> stripped;
bool hasWrappedForm = stripWrappedSubpacket(decompressed, stripped);

View file

@ -38,7 +38,6 @@
#include <unordered_set>
#include <chrono>
#include <cstdlib>
#include <fstream>
#include <limits>
#include <cstring>
@ -1061,19 +1060,6 @@ VkTexture* CharacterRenderer::compositeTextures(const std::vector<std::string>&
}
}
// Debug: dump composite to temp dir for visual inspection
{
std::string dumpPath = (std::filesystem::temp_directory_path() / ("wowee_composite_debug_" +
std::to_string(width) + "x" + std::to_string(height) + ".raw")).string();
std::ofstream dump(dumpPath, std::ios::binary);
if (dump) {
dump.write(reinterpret_cast<const char*>(composite.data()),
static_cast<std::streamsize>(composite.size()));
core::Logger::getInstance().info("Composite debug dump: ", dumpPath,
" (", width, "x", height, ", ", composite.size(), " bytes)");
}
}
// Upload composite to GPU via VkTexture
auto tex = std::make_unique<VkTexture>();
tex->upload(*vkCtx_, composite.data(), width, height, VK_FORMAT_R8G8B8A8_UNORM, true);
@ -2207,7 +2193,6 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
return whiteTexture_.get();
};
// One-time debug dump of rendered batches per model
// Draw batches (submeshes) with per-batch textures
for (const auto& batch : gpuModel.data.batches) {
if (applyGeosetFilter) {