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fix: validate displayId range and skip missing equipment textures
Reject displayId values >100k (corrupted update-field data) to avoid pointless DBC lookups and log spam. Add fileExists() guard before using base texture path in 4 equipment compositing code paths that were falling through without checking, causing excessive "Texture not found" warnings when users have incomplete MPQ extractions.
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2f3a973444
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4 changed files with 18 additions and 5 deletions
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@ -769,10 +769,12 @@ void EntitySpawner::setOnlinePlayerEquipment(uint64_t guid,
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std::string base = "Item\\TextureComponents\\" + std::string(componentDirs[region]) + "\\" + texName;
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std::string genderPath = base + (isFemale ? "_F.blp" : "_M.blp");
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std::string unisexPath = base + "_U.blp";
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std::string basePath = base + ".blp";
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std::string fullPath;
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if (assetManager_->fileExists(genderPath)) fullPath = genderPath;
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else if (assetManager_->fileExists(unisexPath)) fullPath = unisexPath;
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else fullPath = base + ".blp";
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else if (assetManager_->fileExists(basePath)) fullPath = basePath;
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else continue;
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regionLayers.emplace_back(region, fullPath);
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}
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