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Remove per-frame profiling instrumentation and periodic debug logging
Strip 26 chrono::now() timing calls per frame from renderer update loop, periodic LOG_INFO/LOG_DEBUG from terrain/character/quest/heartbeat paths, and dead m2ProfileCounter variable.
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parent
e8c2344226
commit
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5 changed files with 4 additions and 100 deletions
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@ -729,15 +729,6 @@ void GameHandler::update(float deltaTime) {
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? 0.25f
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: (classicLikeCombatSync ? 0.05f : moveHeartbeatInterval_);
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if (timeSinceLastMoveHeartbeat_ >= heartbeatInterval) {
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// Debug: log heartbeat position periodically
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static int hbCount = 0;
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if (++hbCount <= 5 || hbCount % 60 == 0) {
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glm::vec3 serverPos = core::coords::canonicalToServer(
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glm::vec3(movementInfo.x, movementInfo.y, movementInfo.z));
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LOG_INFO("Heartbeat #", hbCount, " canonical=(",
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movementInfo.x, ",", movementInfo.y, ",", movementInfo.z,
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") server=(", serverPos.x, ",", serverPos.y, ",", serverPos.z, ")");
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}
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sendMovement(Opcode::MSG_MOVE_HEARTBEAT);
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timeSinceLastMoveHeartbeat_ = 0.0f;
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}
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