fix(parsing): bail on suspicious maskBlockCount in CREATE_OBJECT blocks

When spline parsing consumes the wrong number of bytes, the subsequent
blockCount read lands on garbage data (e.g. 71 instead of ~5 for UNIT).
Previously the parser logged a warning but continued, reading garbage
mask/field data until hitting truncation. Now it returns false for
CREATE_OBJECT blocks with suspicious counts, letting the block loop
skip cleanly to the next entity.

Also downgrade ~44 diagnostic LOG_WARNING messages to LOG_DEBUG across
17 files (equipment, transport, DBC, heartbeat, chat, GO raypick, etc.)
to reduce log noise and make real warnings visible.
This commit is contained in:
Kelsi 2026-04-05 20:12:17 -07:00
parent e32f4fbff9
commit 069dd36698
18 changed files with 46 additions and 43 deletions

View file

@ -41,7 +41,7 @@ void EntitySpawnCallbackHandler::setupCallbacks() {
uint32_t appearanceBytes,
uint8_t facialFeatures,
float x, float y, float z, float orientation) {
LOG_WARNING("playerSpawnCallback: guid=0x", std::hex, guid, std::dec,
LOG_DEBUG("playerSpawnCallback: guid=0x", std::hex, guid, std::dec,
" race=", static_cast<int>(raceId), " gender=", static_cast<int>(genderId),
" pos=(", x, ",", y, ",", z, ")");
// Skip local player — already spawned as the main character