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Allow texture load retries instead of permanently caching failures
Remove negative cache for transient load failures in M2, terrain, and character renderers. Failed textures return white and will be retried on next model/tile load when assets may have finished streaming.
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parent
3e6de8485b
commit
93f873b521
4 changed files with 11 additions and 25 deletions
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@ -3342,9 +3342,7 @@ VkTexture* M2Renderer::loadTexture(const std::string& path, uint32_t texFlags) {
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it->second.lastUse = ++textureCacheCounter_;
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return it->second.texture.get();
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}
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if (failedTextureCache_.count(key)) {
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return whiteTexture_.get();
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}
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// No negative cache check — allow retries for transiently missing textures
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auto containsToken = [](const std::string& haystack, const char* token) {
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return haystack.find(token) != std::string::npos;
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@ -3365,10 +3363,8 @@ VkTexture* M2Renderer::loadTexture(const std::string& path, uint32_t texFlags) {
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// Load BLP texture
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pipeline::BLPImage blp = assetManager->loadTexture(key);
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if (!blp.isValid()) {
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static constexpr size_t kMaxFailedTextureCache = 200000;
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if (failedTextureCache_.size() < kMaxFailedTextureCache) {
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failedTextureCache_.insert(key);
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}
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// Return white fallback but don't cache the failure — MPQ reads can
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// fail transiently during streaming; allow retry on next model load.
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if (loggedTextureLoadFails_.insert(key).second) {
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LOG_WARNING("M2: Failed to load texture: ", path);
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}
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