refactor: downgrade shutdown, warden, and misc diagnostics to DEBUG

Demote 44 more LOG_WARNING messages to LOG_DEBUG: warden module chunk
progress, entire shutdown/teardown sequence, transport manager connect,
inventory right-click slot, and warden handshake diagnostics. Keeps real
warnings (texture not found, slow handlers, stalls, integrity hash)
visible in the log.
This commit is contained in:
Kelsi 2026-04-05 20:18:39 -07:00
parent 069dd36698
commit c2681eead1
8 changed files with 44 additions and 46 deletions

View file

@ -834,7 +834,7 @@ void Application::run() {
}
void Application::shutdown() {
LOG_WARNING("Shutting down application...");
LOG_DEBUG("Shutting down application...");
// Hide the window immediately so the OS doesn't think the app is frozen
// during the (potentially slow) resource cleanup below.
@ -851,20 +851,20 @@ void Application::shutdown() {
if (renderer && renderer->getWMORenderer()) {
size_t cacheSize = renderer->getWMORenderer()->getFloorCacheSize();
if (cacheSize > 0) {
LOG_WARNING("Saving WMO floor cache (", cacheSize, " entries)...");
LOG_DEBUG("Saving WMO floor cache (", cacheSize, " entries)...");
renderer->getWMORenderer()->saveFloorCache();
LOG_WARNING("Floor cache saved.");
LOG_DEBUG("Floor cache saved.");
}
}
// Explicitly shut down the renderer before destroying it — this ensures
// all sub-renderers free their VMA allocations in the correct order,
// before VkContext::shutdown() calls vmaDestroyAllocator().
LOG_WARNING("Shutting down renderer...");
LOG_DEBUG("Shutting down renderer...");
if (renderer) {
renderer->shutdown();
}
LOG_WARNING("Renderer shutdown complete, resetting...");
LOG_DEBUG("Renderer shutdown complete, resetting...");
renderer.reset();
// Shutdown audio coordinator after renderer (renderer may reference audio during shutdown)
@ -873,22 +873,22 @@ void Application::shutdown() {
}
audioCoordinator_.reset();
LOG_WARNING("Resetting world...");
LOG_DEBUG("Resetting world...");
world.reset();
LOG_WARNING("Resetting gameHandler...");
LOG_DEBUG("Resetting gameHandler...");
gameHandler.reset();
gameServices_ = {};
LOG_WARNING("Resetting authHandler...");
LOG_DEBUG("Resetting authHandler...");
authHandler.reset();
LOG_WARNING("Resetting assetManager...");
LOG_DEBUG("Resetting assetManager...");
assetManager.reset();
LOG_WARNING("Resetting uiManager...");
LOG_DEBUG("Resetting uiManager...");
uiManager.reset();
LOG_WARNING("Resetting window...");
LOG_DEBUG("Resetting window...");
window.reset();
running = false;
LOG_WARNING("Application shutdown complete");
LOG_DEBUG("Application shutdown complete");
}
void Application::setState(AppState newState) {

View file

@ -103,25 +103,23 @@ bool Window::initialize() {
return true;
}
// Shutdown progress uses LOG_WARNING so these messages are always visible even at
// default log levels — useful for diagnosing hangs or crashes during teardown.
void Window::shutdown() {
LOG_WARNING("Window::shutdown - vkContext...");
LOG_DEBUG("Window::shutdown - vkContext...");
if (vkContext) {
vkContext->shutdown();
vkContext.reset();
}
LOG_WARNING("Window::shutdown - SDL_DestroyWindow...");
LOG_DEBUG("Window::shutdown - SDL_DestroyWindow...");
if (window) {
SDL_DestroyWindow(window);
window = nullptr;
}
LOG_WARNING("Window::shutdown - SDL_Quit...");
LOG_DEBUG("Window::shutdown - SDL_Quit...");
SDL_Vulkan_UnloadLibrary();
SDL_Quit();
LOG_WARNING("Window shutdown complete");
LOG_DEBUG("Window shutdown complete");
}
void Window::pollEvents() {

View file

@ -866,7 +866,7 @@ void WorldLoader::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
auto* tm = gameHandler_->getTransportManager();
if (renderer_->getWMORenderer()) tm->setWMORenderer(renderer_->getWMORenderer());
if (renderer_->getM2Renderer()) tm->setM2Renderer(renderer_->getM2Renderer());
LOG_WARNING("TransportManager connected: wmoR=", (renderer_->getWMORenderer() ? "yes" : "NULL"),
LOG_DEBUG("TransportManager connected: wmoR=", (renderer_->getWMORenderer() ? "yes" : "NULL"),
" m2R=", (renderer_->getM2Renderer() ? "yes" : "NULL"));
}