GameCult.Networking: check every messageId key of a write_admitted frame, not only the first

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
soul 2026-11-09 15:11:53 +00:00
commit 2f372eb2f1

View file

@ -111,7 +111,7 @@ namespace GameCult.Networking
{
private static readonly System.Text.UTF8Encoding StrictUtf8 = new(false, true);
/// <summary>Throws unless the frame's top-level <c>messageId</c> is a valid write_admitted id; other keys are left to the serializer.</summary>
/// <summary>Throws unless every top-level <c>messageId</c> key of the frame is a valid write_admitted id; other keys are left to the serializer.</summary>
public static void Require(byte[] payload)
{
var reader = new MessagePackReader(payload);
@ -125,7 +125,7 @@ namespace GameCult.Networking
try { id = StrictUtf8.GetString(reader.ReadStringSequence()!.Value.ToArray()); }
catch (System.Text.DecoderFallbackException) { throw new MessagePackSerializationException("cultnet.write_admitted.v0 messageId is not valid UTF-8."); }
if (!IsValid(id)) throw new MessagePackSerializationException("cultnet.write_admitted.v0 messageId must contain a letter or number and no Default_Ignorable code point.");
return;
continue; // a repeated messageId key is checked too: the serializer keeps the last, so every one must be valid
}
if (key == null) reader.Skip();