Clients send the latest received campaign ID to the server when in the lobby instead of requesting it once with a reliable message. -> Now the server reattempts sending the save file if the transfer fails at either end.
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@@ -44,6 +44,7 @@ namespace Barotrauma.Networking
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public UInt16 lastRecvEntityEventID = 0;
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public UInt16 lastRecvCampaignUpdate = 0;
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public UInt16 lastRecvCampaignSave = 0;
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public List<ChatMessage> chatMsgQueue = new List<ChatMessage>();
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public UInt16 lastChatMsgQueueID;
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