megboyzzandClaude f631a3a0a4 Keep name-lookup acceleration unregistered: two failed attempts recorded
sub_4F3704 (resource lookup by name) is 18.8% of load-time samples and does
a linear strcmp scan over 6232 entries because the game's own hash cache is
disabled (*(self+8) == 0, confirmed by a live probe: 320,000+ calls per load).

Attempt 1 crashed the process: guest strings were read through G2H and
scanned for a NUL with no bounds check, so a bad offset walked off the end
of the mapped region (SIGSEGV, SEGV_ACCERR at a host address).

Attempt 2 was memory-safe (uc_mem_read everywhere, length and count caps,
every cache hit verified against live guest memory, falls through to the
guest on any doubt) but caused a visible frame-rate drop on the prologue
loading screen. The cause was a design flaw the earlier probe log had
already shown and I misread: the cache was keyed on the table ADDRESS, yet
this game reuses one address for different tables (35 and 59 entries
alternating in the log). The descriptor comparison therefore marked the
index stale on nearly every call, and each rebuild re-read all ~6232 entry
strings byte-by-byte - far more work than the scan it replaced.

Kept in the tree, unregistered, with both mistakes documented. The fix for a
third attempt is to key the cache on the DESCRIPTOR CONTENTS rather than the
address, so alternating tables each keep their own index, plus bulk string
reads instead of per-byte.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-09-19 02:21:08 +03:00
2025-09-05 18:38:01 +03:00
2025-09-05 18:38:01 +03:00
2025-09-05 18:38:01 +03:00
2025-09-05 18:38:01 +03:00
2025-09-05 18:38:01 +03:00
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Мод добавляющий мультиплеер для NFSMW
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