fix(core/rdr3): AMV hardcoded limit causing blinking #3145
+66
−0
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Goal of this PR
There is a global bitset used to store the enabled/disabled state of every AMV. This bitset has a hardcoded size of 6016 entries, once there are more AMVs than the bitset size, it starts reading/writing out-of-bounds. This causes the AMVs to start blinking and can potentially crash.
How is this PR achieving the goal
This patch re-allocates that bitset with enough space to fit the capacity of all the AMV pools. The functions that access it are patched to point to the new buffer and use the new size constants.
This PR applies to the following area(s)
RedM
Successfully tested on
Game builds: 1491, 1436, 1355, 1311
Platforms: Windows
Checklist
Fixes issues
Fixes #2821.