Skate.exe contacts EA on every launch, offline mode included: error and
session reports (collector.errors.ea.com), SDK telemetry
(freeform-river.data.ea.com) and remote configuration (gcs.ea.com).
- Block the game's lookups of ea.com and tnt-ea.com names inside the
process (getaddrinfo and the other Winsock resolvers). Installed at
bootstrap, and fails closed like the EA app launch block
- Turn EA's error reporting (EadpErrorsData) off in game, next to the
existing DingoTelemetry settings; the game ignores them on its
command line
- Leave EA's image CDN (dingo-dev-assets.akamaized.net) reachable for
the fast-travel artwork, which only downloads images
- Add a hostname test, contrib/ea-watch.ps1 to check the traffic, and a
short note in the README's privacy section
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Stock worlds allocate 8,200 bodies (+1 internal) from FBPhysicsWorldSize.
Studio maps give every collision part its own static body, so large maps
(e.g. a 41k-part GTA IV export) hit the FatalAssert
"bodyIndex < m_freeBodyList.capacity()" in FBPhysicsWorld::asyncAllocateBody
and crash on load.
Hook fb::FBPhysicsWorld creation (RVA 0x02606ff0) and raise the size
descriptor before it is copied into the job arguments, so every free list
and per-body array is sized consistently. BodyCount becomes 65,000 (kept
below 16 bits); the pools a static mesh body also draws from (geometry,
owner, hull/mesh, shape, aggregate/fixed shape, fixed partition,
persistent spatial index) scale by the same factor, capped at 2^20.
Contacts, joints, queries and culling tables keep their native sizes.
Both native callers build the descriptor on their own stack, so raising
it in place only affects that world. Contract bytes for the entry, the
descriptor copy, the internal-body increment and both call sites are
validated before the hook is enabled.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>