Harden the mod against hostile servers and players
- PacketReader for all network data: lengths are checked against the real data (Mono allocated the claimed size first - a fake 2 GB length crashed the game) - FsmSync: remote players can no longer switch arbitrary FSMs - never PLAYER / Systems / MSCO objects, CLICK only on FSMs that wait for a click, bolt/assembly events only along a transition the FSM really has for that event - Time/weather (msco.world) and '* ' system-style chat only from the host in P2P (the dedicated server filters them itself); other msco.* ids are reserved Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -204,7 +204,7 @@ namespace MSCO
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public static void Receive(byte[] data)
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{
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if (!MenuHelper.InGame || data == null || data.Length < 17) return;
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using (var r = new BinaryReader(new MemoryStream(data)))
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using (var r = new PacketReader(data))
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{
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byte kind = r.ReadByte();
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int value = r.ReadInt32();
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