Stabilize net parsing and reduce texture-cache churn

This commit is contained in:
Kelsi 2026-02-22 07:44:32 -08:00
parent ae88b226b5
commit 6d55c19987
7 changed files with 143 additions and 27 deletions

View file

@ -1965,11 +1965,22 @@ void GameHandler::handlePacket(network::Packet& packet) {
worldStateZoneId_ = packet.readUInt32();
uint16_t count = packet.readUInt16();
size_t needed = static_cast<size_t>(count) * 8;
if (packet.getSize() - packet.getReadPos() < needed) {
LOG_WARNING("SMSG_INIT_WORLD_STATES truncated: expected ", needed,
" bytes of state pairs, got ", packet.getSize() - packet.getReadPos());
packet.setReadPos(packet.getSize());
break;
size_t available = packet.getSize() - packet.getReadPos();
if (available < needed) {
// Be tolerant across expansion/private-core variants: if packet shape
// still looks like N*(key,val) dwords, parse what is present.
if ((available % 8) == 0) {
uint16_t adjustedCount = static_cast<uint16_t>(available / 8);
LOG_WARNING("SMSG_INIT_WORLD_STATES count mismatch: header=", count,
" adjusted=", adjustedCount, " (available=", available, ")");
count = adjustedCount;
needed = available;
} else {
LOG_WARNING("SMSG_INIT_WORLD_STATES truncated: expected ", needed,
" bytes of state pairs, got ", available);
packet.setReadPos(packet.getSize());
break;
}
}
worldStates_.clear();
worldStates_.reserve(count);