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Add additional safety checks missed in first pass
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@@ -404,7 +404,7 @@ bool WinsockNetLayer::JoinGame(const char* ip, int port)
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bool WinsockNetLayer::SendOnSocket(SOCKET sock, const void* data, int dataSize)
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{
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if (sock == INVALID_SOCKET || dataSize <= 0) return false;
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if (sock == INVALID_SOCKET || dataSize <= 0 || dataSize > WIN64_NET_MAX_PACKET_SIZE) return false;
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// TODO: s_sendLock is a single global lock for ALL sockets. If one client's
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// send() blocks (TCP window full, slow WiFi), every other write thread stalls
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