More server-side EntityEvent error logging, Item.ServerWrite does some error checks and writes NetEntityEvent.Type.Invalid as the type of the event instead of attempting to write a potentially unreadable message.
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@@ -504,7 +504,10 @@ namespace Barotrauma.Networking
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Failed to write a network message for the client \""+c.Name+"\"!", e);
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DebugConsole.ThrowError("Failed to write a network message for the client \"" + c.Name + "\"!", e);
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GameAnalyticsManager.AddErrorEventOnce("GameServer.Update:ClientWriteFailed" + e.StackTrace, GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Failed to write a network message for the client \"" + c.Name + "\"! (MidRoundSyncing: " + c.NeedsMidRoundSync + ")\n"
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+ e.Message + "\n" + e.StackTrace);
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}
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}
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