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Logs: optimize performance #1862

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@jpnurmi

In sentry-unreal, UE_LOG can be wired into sentry-native logs. That means the native SDK may receive not only explicit game/application logs, but also high-volume Unreal Engine logs from many engine and game threads.

This makes log ingestion a hot path: in busy Unreal-like workloads, every log reads the global scope to apply attributes and then passes through the native log batcher. Under bursty multi-threaded logging, that exposes two main bottlenecks:

  • logger/producer threads: global scope lock for applying attributes (#ff0000)
  • batcher/consumer thread: log item serialization (#0000ff) and cleanup (#00ff00)
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