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The commentary in #432 should explain this problem thoroughly but, to summarize, the game had four
RelatedB(RB) packets for reporting between client and server the last-received bundled packet byslotandsubslotindexes. The number of bundled packets are eightSlottedMetaPackets (SMP), from 0 to 7. The related logic mapped fromSMP0toRB0toSMP3toRB3, but then remained unresolved as to how to deal with the mapping for 4 through 7. It was hacked to wrap back aroundSMP4toRB0and like so, but that was never proven either. This should restore that logic, thus restoring the original quagmire of whether that's the correct thing to do.This becomes an issue when exploding too many Boomers and the client send some kind of information as an
SMP4which is out of bounds for the resultingRB. Why it usesSMP4for this information and what of anything is the difference between it and the more commonSMP0is unknown. That is just the connected issue in demonstration of this issue.