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Remove debug logging and add negative texture cache to fix lag spikes
Remove PPM composite dumps, MODEL1_BOUNDS vertex analysis, TEX_REGION logging, FOUNTAIN_PARTICLES debug output, and verbose chat/warden gate logging. Add negative cache for failed texture loads to prevent repeated file I/O for missing textures like deathknighteyeglow.blp.
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4190cb796f
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d87a86e35c
8 changed files with 19 additions and 106 deletions
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@ -284,10 +284,10 @@ void GameHandler::update(float deltaTime) {
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if (wardenGateSeen_ && socket && socket->isConnected()) {
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wardenGateElapsed_ += deltaTime;
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if (wardenGateElapsed_ >= wardenGateNextStatusLog_) {
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LOG_INFO("Warden gate status: elapsed=", wardenGateElapsed_,
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LOG_DEBUG("Warden gate status: elapsed=", wardenGateElapsed_,
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"s connected=", socket->isConnected() ? "yes" : "no",
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" packetsAfterGate=", wardenPacketsAfterGate_);
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wardenGateNextStatusLog_ += 5.0f;
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wardenGateNextStatusLog_ += 30.0f;
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}
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}
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@ -4196,11 +4196,7 @@ void GameHandler::handleMessageChat(network::Packet& packet) {
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channelInfo = "[" + data.channelName + "] ";
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}
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LOG_INFO("========================================");
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LOG_INFO(" CHAT [", getChatTypeString(data.type), "]");
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LOG_INFO("========================================");
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LOG_INFO(channelInfo, senderInfo, ": ", data.message);
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LOG_INFO("========================================");
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LOG_DEBUG("[", getChatTypeString(data.type), "] ", channelInfo, senderInfo, ": ", data.message);
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}
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void GameHandler::sendTextEmote(uint32_t textEmoteId, uint64_t targetGuid) {
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