diag(game-server): log packet sequence mismatch (post-handshake)
Build Game Server / build (push) Successful in 21s

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-07-14 19:08:52 +02:00
co-authored by Claude Opus 4.8
parent 6ccad507a8
commit 9092dda950
2 changed files with 5 additions and 1 deletions
@@ -129,19 +129,22 @@ public class FNetPacketNotify
{
if (!notificationData.Seq.Greater(_inSeq))
{
Logger.Information("[HS-SEQ] fail1 seq<=inSeq seq={Seq} inSeq={InSeq}", notificationData.Seq.Value, _inSeq.Value);
return 0;
}
if (!notificationData.AckedSeq.GreaterEq(_outAckSeq))
{
Logger.Information("[HS-SEQ] fail2 ackedSeq<outAckSeq ackedSeq={Acked} outAckSeq={OutAck}", notificationData.AckedSeq.Value, _outAckSeq.Value);
return 0;
}
if (!_outSeq.Greater(notificationData.AckedSeq))
{
Logger.Information("[HS-SEQ] fail3 outSeq<=ackedSeq outSeq={OutSeq} ackedSeq={Acked}", _outSeq.Value, notificationData.AckedSeq.Value);
return 0;
}
return SequenceNumber.Diff(notificationData.Seq, _inSeq);
}
@@ -1079,6 +1079,7 @@ public abstract class UNetConnection : UPlayer
public void InitSequence(int incomingSequence, int outgoingSequence)
{
Logger.Information("[HS-SEQ] InitSequence incoming={In} outgoing={Out}", incomingSequence, outgoingSequence);
if (InPacketId == -1)
{
// Initialize the base UNetConnection packet sequence (not very useful/effective at preventing attacks)