fix: read a zone's paths as the client does

LuzFile::ReadLUZFile copies the path chunk by its size and ReadLUZPaths
reads it with LevelPath::FromBuffer (1.10.64). Reading as they do:
- the paths are read from their chunk, never past its end;
- a chunk version of 2 or more, 10000 paths or more, or a path the
  client refuses (version 19 or more, 10000 waypoints or more, more
  than 99 name/value pairs on a waypoint) leaves the zone with no
  paths, logged; the rest of the zone file still reads;
- before version 3 a path's type is a name ("platform" or a movement
  path) and every waypoint has a rotation, the moving platform values
  and a name/value list, whatever its type;
- property headers are there from version 3, spawner and camera
  headers from version 4;
- a camera waypoint's FOV before version 11 is divided by 1.25;
- a property path's reputation multiplier outside 0-1000 becomes 0.

Every path chunk of every client's zone files on disk (858) reads to
its end.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-10-26 21:29:49 -05:00
parent 0ff5d2bf87
commit 3e4232f90b
4 changed files with 289 additions and 18 deletions

View File

@@ -280,5 +280,6 @@ private:
void LoadLUTriggers(std::string triggerFile, SceneRef& scene);
void LoadSceneTransition(std::istream& file);
SceneTransitionInfo LoadSceneTransitionInfo(std::istream& file);
void LoadPath(std::istream& file);
bool LoadPaths(std::istream& file);
bool LoadPath(std::istream& file);
};