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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.
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18 changed files with 46 additions and 43 deletions
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@ -41,7 +41,7 @@ void EntitySpawnCallbackHandler::setupCallbacks() {
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uint32_t appearanceBytes,
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uint8_t facialFeatures,
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float x, float y, float z, float orientation) {
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LOG_WARNING("playerSpawnCallback: guid=0x", std::hex, guid, std::dec,
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LOG_DEBUG("playerSpawnCallback: guid=0x", std::hex, guid, std::dec,
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" race=", static_cast<int>(raceId), " gender=", static_cast<int>(genderId),
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" pos=(", x, ",", y, ",", z, ")");
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// Skip local player — already spawned as the main character
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