mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-05 00:33:51 +00:00
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.
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parent
069dd36698
commit
c2681eead1
8 changed files with 44 additions and 46 deletions
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@ -834,7 +834,7 @@ void Application::run() {
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}
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void Application::shutdown() {
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LOG_WARNING("Shutting down application...");
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LOG_DEBUG("Shutting down application...");
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// Hide the window immediately so the OS doesn't think the app is frozen
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// during the (potentially slow) resource cleanup below.
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@ -851,20 +851,20 @@ void Application::shutdown() {
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if (renderer && renderer->getWMORenderer()) {
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size_t cacheSize = renderer->getWMORenderer()->getFloorCacheSize();
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if (cacheSize > 0) {
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LOG_WARNING("Saving WMO floor cache (", cacheSize, " entries)...");
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LOG_DEBUG("Saving WMO floor cache (", cacheSize, " entries)...");
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renderer->getWMORenderer()->saveFloorCache();
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LOG_WARNING("Floor cache saved.");
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LOG_DEBUG("Floor cache saved.");
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}
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}
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// Explicitly shut down the renderer before destroying it — this ensures
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// all sub-renderers free their VMA allocations in the correct order,
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// before VkContext::shutdown() calls vmaDestroyAllocator().
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LOG_WARNING("Shutting down renderer...");
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LOG_DEBUG("Shutting down renderer...");
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if (renderer) {
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renderer->shutdown();
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}
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LOG_WARNING("Renderer shutdown complete, resetting...");
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LOG_DEBUG("Renderer shutdown complete, resetting...");
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renderer.reset();
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// Shutdown audio coordinator after renderer (renderer may reference audio during shutdown)
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@ -873,22 +873,22 @@ void Application::shutdown() {
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}
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audioCoordinator_.reset();
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LOG_WARNING("Resetting world...");
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LOG_DEBUG("Resetting world...");
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world.reset();
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LOG_WARNING("Resetting gameHandler...");
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LOG_DEBUG("Resetting gameHandler...");
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gameHandler.reset();
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gameServices_ = {};
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LOG_WARNING("Resetting authHandler...");
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LOG_DEBUG("Resetting authHandler...");
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authHandler.reset();
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LOG_WARNING("Resetting assetManager...");
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LOG_DEBUG("Resetting assetManager...");
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assetManager.reset();
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LOG_WARNING("Resetting uiManager...");
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LOG_DEBUG("Resetting uiManager...");
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uiManager.reset();
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LOG_WARNING("Resetting window...");
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LOG_DEBUG("Resetting window...");
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window.reset();
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running = false;
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LOG_WARNING("Application shutdown complete");
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LOG_DEBUG("Application shutdown complete");
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}
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void Application::setState(AppState newState) {
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@ -103,25 +103,23 @@ bool Window::initialize() {
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return true;
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}
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// Shutdown progress uses LOG_WARNING so these messages are always visible even at
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// default log levels — useful for diagnosing hangs or crashes during teardown.
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void Window::shutdown() {
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LOG_WARNING("Window::shutdown - vkContext...");
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LOG_DEBUG("Window::shutdown - vkContext...");
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if (vkContext) {
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vkContext->shutdown();
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vkContext.reset();
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}
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LOG_WARNING("Window::shutdown - SDL_DestroyWindow...");
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LOG_DEBUG("Window::shutdown - SDL_DestroyWindow...");
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if (window) {
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SDL_DestroyWindow(window);
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window = nullptr;
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}
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LOG_WARNING("Window::shutdown - SDL_Quit...");
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LOG_DEBUG("Window::shutdown - SDL_Quit...");
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SDL_Vulkan_UnloadLibrary();
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SDL_Quit();
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LOG_WARNING("Window shutdown complete");
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LOG_DEBUG("Window shutdown complete");
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}
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void Window::pollEvents() {
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@ -866,7 +866,7 @@ void WorldLoader::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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auto* tm = gameHandler_->getTransportManager();
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if (renderer_->getWMORenderer()) tm->setWMORenderer(renderer_->getWMORenderer());
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if (renderer_->getM2Renderer()) tm->setM2Renderer(renderer_->getM2Renderer());
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LOG_WARNING("TransportManager connected: wmoR=", (renderer_->getWMORenderer() ? "yes" : "NULL"),
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LOG_DEBUG("TransportManager connected: wmoR=", (renderer_->getWMORenderer() ? "yes" : "NULL"),
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" m2R=", (renderer_->getM2Renderer() ? "yes" : "NULL"));
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}
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