Client communicates event syncing errors to the server
This should help
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@@ -17,7 +17,9 @@ namespace Barotrauma.Networking
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FILE_REQUEST, //request a (submarine) file from the server
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RESPONSE_STARTGAME, //tell the server whether you're ready to start
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SERVER_COMMAND //tell the server to end a round or kick/ban someone (special permissions required)
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SERVER_COMMAND, //tell the server to end a round or kick/ban someone (special permissions required)
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ERROR //tell the server that an error occurred
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}
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enum ClientNetObject
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{
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@@ -29,6 +31,12 @@ namespace Barotrauma.Networking
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ENTITY_STATE
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}
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enum ClientNetError
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{
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MISSING_EVENT, //client was expecting a previous event
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MISSING_ENTITY //client can't find an entity of a certain ID
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}
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enum ServerPacketHeader
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{
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AUTH_RESPONSE, //tell the player if they require a password to log in
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