game: process partial UPDATE_OBJECT packets when a block parse fails

Previously, if any single block in an SMSG_UPDATE_OBJECT packet failed
to parse (e.g. unusual spline flags), the entire packet was dropped and
all entities in it were lost. On busy zones with many CREATE_OBJECTs in
one packet, one bad NPC movement block would silently suppress all NPCs
that followed it in the same packet.

- parseUpdateObject: break instead of return false on block failure,
  so already-parsed blocks are returned to the caller
- handleUpdateObject: fall through to process partial data when parsing
  returns false but some blocks were successfully parsed
This commit is contained in:
Kelsi 2026-03-10 08:38:39 -07:00
parent 54246345bb
commit d22f4b30ac
2 changed files with 7 additions and 3 deletions

View file

@ -7327,7 +7327,8 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
static int updateObjErrors = 0;
if (++updateObjErrors <= 5)
LOG_WARNING("Failed to parse SMSG_UPDATE_OBJECT");
return;
if (data.blocks.empty()) return;
// Fall through: process any blocks that were successfully parsed before the failure.
}
auto extractPlayerAppearance = [&](const std::map<uint16_t, uint32_t>& fields,

View file

@ -1252,11 +1252,14 @@ bool UpdateObjectParser::parse(network::Packet& packet, UpdateObjectData& data)
if (!parseUpdateBlock(packet, block)) {
static int parseBlockErrors = 0;
if (++parseBlockErrors <= 5) {
LOG_ERROR("Failed to parse update block ", i + 1);
LOG_ERROR("Failed to parse update block ", i + 1, " of ", data.blockCount,
" (", i, " blocks parsed successfully before failure)");
if (parseBlockErrors == 5)
LOG_ERROR("(suppressing further update block parse errors)");
}
return false;
// Cannot reliably re-sync to the next block after a parse failure,
// but still return true so the blocks already parsed are processed.
break;
}
data.blocks.emplace_back(std::move(block));