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Reduce creature spawn stutter from repeated missing-display logging
- add one-time warning caches for missing CreatureDisplayInfo and missing model path lookups - log each missing displayId/model-path only once instead of every spawn retry/frame - remove duplicate empty-model-path warning in spawnOnlineCreature (already reported by lookup path) This cuts high-frequency log I/O and string formatting in hotspots when server sends unknown displayIds, while preserving first-occurrence diagnostics.
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2 changed files with 11 additions and 6 deletions
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@ -182,6 +182,8 @@ private:
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std::unordered_map<uint64_t, uint8_t> creatureWeaponAttachAttempts_; // guid -> attach attempts
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std::unordered_set<uint64_t> deadCreatureGuids_; // GUIDs that should spawn in corpse/death pose
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std::unordered_map<uint32_t, uint32_t> displayIdModelCache_; // displayId → modelId (model caching)
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mutable std::unordered_set<uint32_t> warnedMissingDisplayDataIds_; // displayIds already warned
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mutable std::unordered_set<uint32_t> warnedMissingModelPathIds_; // modelIds/displayIds already warned
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uint32_t nextCreatureModelId_ = 5000; // Model IDs for online creatures
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uint32_t gryphonDisplayId_ = 0;
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uint32_t wyvernDisplayId_ = 0;
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