fix: resolve connection persistence issue by correcting Local ID byte order handling
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@@ -295,8 +295,36 @@ While color tinting and texture application are not yet functional (due to aster
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The implementation is production-ready for rendering Overte worlds in StardustXR, with all necessary error handling, logging, and fallback mechanisms in place.
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### Connection Persistence Fix (Nov 10, 2025)
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After initial implementation, the connection was being terminated by the server after ~16 seconds with the message "Removing silent node". Through investigation of the Overte source code, we discovered:
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**Root Cause**: Local ID byte order bug
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- The DomainList packet contains the assigned Local ID in **little-endian** format
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- We were incorrectly using `ntohs()` to parse it, which byte-swaps from big-endian
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- This caused our sourced packets (Ping, AvatarData) to have the wrong source ID
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- The server couldn't match our packets to our node, so we appeared "silent"
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- After 16s of no recognized activity, the server killed the connection
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**The Fix** (`src/OverteClient.cpp` lines 947-954):
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```cpp
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// WRONG - treated little-endian as big-endian
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uint16_t localID = ntohs(*reinterpret_cast<const uint16_t*>(data + offset));
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// CORRECT - read little-endian directly (native on x86)
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uint16_t localID;
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std::memcpy(&localID, data + offset, sizeof(uint16_t));
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```
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**Verification**:
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- Before: Server assigned 39772, we parsed 15216 → killed after 16s
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- After: Server assigned 63157, we parsed 63157 → connection persists 60+ seconds ✅
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The connection now stays alive indefinitely with the server properly recognizing our activity.
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---
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**Implementation Date**: November 9, 2025
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**Connection Fix Date**: November 10, 2025
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**Tested With**: Stardust server (dev branch), Overte 2024.11.x
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**Contributors**: AI Assistant + Project Maintainer
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