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.
This commit is contained in:
Kelsi 2026-02-16 00:45:47 -08:00
parent 4190cb796f
commit d87a86e35c
8 changed files with 19 additions and 106 deletions

View file

@ -284,10 +284,10 @@ void GameHandler::update(float deltaTime) {
if (wardenGateSeen_ && socket && socket->isConnected()) {
wardenGateElapsed_ += deltaTime;
if (wardenGateElapsed_ >= wardenGateNextStatusLog_) {
LOG_INFO("Warden gate status: elapsed=", wardenGateElapsed_,
LOG_DEBUG("Warden gate status: elapsed=", wardenGateElapsed_,
"s connected=", socket->isConnected() ? "yes" : "no",
" packetsAfterGate=", wardenPacketsAfterGate_);
wardenGateNextStatusLog_ += 5.0f;
wardenGateNextStatusLog_ += 30.0f;
}
}
@ -4196,11 +4196,7 @@ void GameHandler::handleMessageChat(network::Packet& packet) {
channelInfo = "[" + data.channelName + "] ";
}
LOG_INFO("========================================");
LOG_INFO(" CHAT [", getChatTypeString(data.type), "]");
LOG_INFO("========================================");
LOG_INFO(channelInfo, senderInfo, ": ", data.message);
LOG_INFO("========================================");
LOG_DEBUG("[", getChatTypeString(data.type), "] ", channelInfo, senderInfo, ": ", data.message);
}
void GameHandler::sendTextEmote(uint32_t textEmoteId, uint64_t targetGuid) {