Server and EntityEventManager debug logging can be enabled in release builds by enabling verbose logging, DebugConsole.ThrowError logs stacktraces
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@@ -135,9 +135,10 @@ namespace Barotrauma.Networking
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catch (Exception e)
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{
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#if DEBUG
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DebugConsole.ThrowError("Failed to read event for entity \"" + bufferedEvent.TargetEntity.ToString() + "\"!", e);
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#endif
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.ThrowError("Failed to read event for entity \"" + bufferedEvent.TargetEntity.ToString() + "!", e);
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}
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}
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bufferedEvent.IsProcessed = true;
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@@ -326,23 +327,27 @@ namespace Barotrauma.Networking
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//skip the event if we've already received it or if the entity isn't found
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if (thisEventID != (UInt16)(sender.lastSentEntityEventID + 1) || entity == null)
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{
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#if DEBUG
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if (thisEventID != (UInt16)(sender.lastSentEntityEventID + 1))
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.NewMessage("received msg " + thisEventID, Microsoft.Xna.Framework.Color.Red);
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if (thisEventID != (UInt16) (sender.lastSentEntityEventID + 1))
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{
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DebugConsole.NewMessage("received msg " + thisEventID, Microsoft.Xna.Framework.Color.Red);
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}
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else if (entity == null)
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{
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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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}
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}
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else if (entity == null)
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{
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DebugConsole.NewMessage("received msg " + thisEventID + ", entity " + entityID + " not found", Microsoft.Xna.Framework.Color.Red);
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}
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#endif
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msg.Position += msgLength * 8;
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}
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else
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{
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#if DEBUG
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DebugConsole.NewMessage("received msg " + thisEventID, Microsoft.Xna.Framework.Color.Green);
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#endif
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.NewMessage("received msg " + thisEventID, Microsoft.Xna.Framework.Color.Green);
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}
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UInt16 characterStateID = msg.ReadUInt16();
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