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Add debug logging for GameObject spawns to diagnose duplicate cathedral
Added detailed logging in spawnOnlineGameObject() to help identify duplicate game object spawns. Logs displayId, guid, model path, and position for both new spawns and position updates. This will help diagnose the floating cathedral model issue in Stormwind by showing which GUIDs are being spawned and their coordinates.
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6 changed files with 406 additions and 0 deletions
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@ -2549,6 +2549,8 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t displayId, float
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// Already have a render instance — update its position (e.g. transport re-creation)
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auto& info = gameObjectInstances_[guid];
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glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
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LOG_INFO("GameObject position update: displayId=", displayId, " guid=0x", std::hex, guid, std::dec,
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" pos=(", x, ", ", y, ", ", z, ")");
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if (renderer) {
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if (info.isWmo) {
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if (auto* wr = renderer->getWMORenderer())
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@ -2567,6 +2569,10 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t displayId, float
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return;
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}
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// Log spawns to help debug duplicate objects (e.g., cathedral issue)
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LOG_INFO("GameObject spawn: displayId=", displayId, " guid=0x", std::hex, guid, std::dec,
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" model=", modelPath, " pos=(", x, ", ", y, ", ", z, ")");
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std::string lowerPath = modelPath;
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std::transform(lowerPath.begin(), lowerPath.end(), lowerPath.begin(),
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[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
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