Client communicates event syncing errors to the server
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@@ -170,9 +170,14 @@ namespace Barotrauma.Networking
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{
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DebugConsole.NewMessage(
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"Received msg " + thisEventID + " (waiting for " + (lastReceivedID + 1) + ")",
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thisEventID < lastReceivedID + 1
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? Microsoft.Xna.Framework.Color.Yellow
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: Microsoft.Xna.Framework.Color.Red);
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NetIdUtils.IdMoreRecent(thisEventID, (UInt16)(lastReceivedID + 1))
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? Microsoft.Xna.Framework.Color.Red
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: Microsoft.Xna.Framework.Color.Yellow);
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}
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if (NetIdUtils.IdMoreRecent(thisEventID, (UInt16)(lastReceivedID + 1)))
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{
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GameMain.Client.ReportError(ClientNetError.MISSING_EVENT, expectedID: (UInt16)(lastReceivedID + 1), eventID: thisEventID);
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}
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}
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else if (entity == null)
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@@ -180,6 +185,7 @@ namespace Barotrauma.Networking
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DebugConsole.NewMessage(
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"Received msg " + thisEventID + ", entity " + entityID + " not found",
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Microsoft.Xna.Framework.Color.Red);
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GameMain.Client.ReportError(ClientNetError.MISSING_ENTITY, eventID: thisEventID, entityID: entityID);
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}
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msg.Position += msgLength * 8;
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