gameserver: bit-position diagnostics in ReceivedPacket (header + bunch flags)
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-07-14 19:41:39 +02:00
co-authored by Claude Opus 4.8
parent 71aca5e3d0
commit b1386bef56
@@ -541,6 +541,9 @@ public abstract class UNetConnection : UPlayer
}
}
Logger.Information("[HS-HDR] seq={Seq} ackedSeq={Acked} historyWords={HW} posAfterHeader={Pos} bitsLeft={Left}",
header.Seq.Value, header.AckedSeq.Value, header.HistoryWordCount, reader.GetPosBits(), reader.GetBitsLeft());
var packetSequenceDelta = PacketNotify.GetSequenceDelta(header);
// The Cycle client doesn't derive its initial packet sequences from the handshake
@@ -655,6 +658,9 @@ public abstract class UNetConnection : UPlayer
bunch.bIsReplicationPaused = reader.ReadBit();
bunch.bReliable = reader.ReadBit();
Logger.Information("[HS-BUNCH] startBit={Start} posBeforeChIndex={Pos} bitsLeft={Left} bControl={C} bOpen={O} bClose={Cl} bReliable={R} netVer={V}",
incomingStartPos, reader.GetPosBits(), reader.GetBitsLeft(), bControl, bunch.bOpen, bunch.bClose, bunch.bReliable, (int)bunch.EngineNetVer());
if (bunch.EngineNetVer() < EEngineNetworkVersionHistory.HISTORY_MAX_ACTOR_CHANNELS_CUSTOMIZATION)
{
const int oldMaxActorChannels = 10240;