Serverlog message types (which atm only determine the color of the message)
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@@ -164,7 +164,7 @@ namespace Barotrauma.Networking
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bool error = false;
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try
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{
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Log("Starting the server...", Color.Cyan);
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Log("Starting the server...", ServerLog.MessageType.ServerMessage);
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server = new NetServer(config);
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netPeer = server;
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@@ -176,7 +176,7 @@ namespace Barotrauma.Networking
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}
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catch (Exception e)
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{
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Log("Error while starting the server (" + e.Message + ")", Color.Red);
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Log("Error while starting the server (" + e.Message + ")", ServerLog.MessageType.Error);
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System.Net.Sockets.SocketException socketException = e as System.Net.Sockets.SocketException;
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@@ -233,7 +233,7 @@ namespace Barotrauma.Networking
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updateInterval = new TimeSpan(0, 0, 0, 0, 150);
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Log("Server started", Color.Cyan);
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Log("Server started", ServerLog.MessageType.ServerMessage);
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GameMain.NetLobbyScreen.Select();
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started = true;
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@@ -266,7 +266,7 @@ namespace Barotrauma.Networking
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{
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restRequestHandle.Abort();
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DebugConsole.NewMessage("Couldn't register to master server (request timed out)", Color.Red);
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Log("Couldn't register to master server (request timed out)", Color.Red);
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Log("Couldn't register to master server (request timed out)", ServerLog.MessageType.Error);
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yield return CoroutineStatus.Success;
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}
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@@ -304,7 +304,7 @@ namespace Barotrauma.Networking
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request.AddParameter("currplayers", connectedClients.Count);
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request.AddParameter("maxplayers", MaxPlayers);
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Log("Refreshing connection with master server...", Color.Cyan);
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Log("Refreshing connection with master server...", ServerLog.MessageType.ServerMessage);
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var sw = new Stopwatch();
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sw.Start();
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@@ -320,7 +320,7 @@ namespace Barotrauma.Networking
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{
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restRequestHandle.Abort();
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DebugConsole.NewMessage("Couldn't connect to master server (request timed out)", Color.Red);
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Log("Couldn't connect to master server (request timed out)", Color.Red);
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Log("Couldn't connect to master server (request timed out)", ServerLog.MessageType.Error);
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yield return CoroutineStatus.Success;
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}
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@@ -329,22 +329,22 @@ namespace Barotrauma.Networking
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if (masterServerResponse.Content == "Error: server not found")
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{
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Log("Not registered to master server, re-registering...", Color.Red);
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Log("Not registered to master server, re-registering...", ServerLog.MessageType.Error);
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CoroutineManager.StartCoroutine(RegisterToMasterServer());
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}
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else if (masterServerResponse.ErrorException != null)
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{
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DebugConsole.NewMessage("Error while registering to master server (" + masterServerResponse.ErrorException + ")", Color.Red);
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Log("Error while registering to master server (" + masterServerResponse.ErrorException + ")", Color.Red);
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Log("Error while registering to master server (" + masterServerResponse.ErrorException + ")", ServerLog.MessageType.Error);
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}
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else if (masterServerResponse.StatusCode != System.Net.HttpStatusCode.OK)
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{
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DebugConsole.NewMessage("Error while reporting to master server (" + masterServerResponse.StatusCode + ": " + masterServerResponse.StatusDescription + ")", Color.Red);
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Log("Error while reporting to master server (" + masterServerResponse.StatusCode + ": " + masterServerResponse.StatusDescription + ")", Color.Red);
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Log("Error while reporting to master server (" + masterServerResponse.StatusCode + ": " + masterServerResponse.StatusDescription + ")", ServerLog.MessageType.Error);
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}
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else
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{
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Log("Master server responded", Color.Cyan);
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Log("Master server responded", ServerLog.MessageType.ServerMessage);
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}
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System.Diagnostics.Debug.WriteLine("took "+sw.ElapsedMilliseconds+" ms");
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@@ -406,11 +406,11 @@ namespace Barotrauma.Networking
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{
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if (AutoRestart && isCrewDead)
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{
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Log("Ending round (entire crew dead)", Color.Cyan);
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Log("Ending round (entire crew dead)", ServerLog.MessageType.ServerMessage);
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}
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else
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{
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Log("Ending round (submarine reached the end of the level)", Color.Cyan);
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Log("Ending round (submarine reached the end of the level)", ServerLog.MessageType.ServerMessage);
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}
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EndGame();
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@@ -777,7 +777,7 @@ namespace Barotrauma.Networking
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if (!c.HasPermission(command))
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{
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Log("Client \""+c.name+"\" sent a server command \""+command+"\". Permission denied.", Color.Red);
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Log("Client \""+c.name+"\" sent a server command \""+command+"\". Permission denied.", ServerLog.MessageType.ServerMessage);
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return;
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}
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@@ -788,7 +788,7 @@ namespace Barotrauma.Networking
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var kickedClient = connectedClients.Find(cl => cl != c && cl.name == kickedName);
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if (kickedClient != null)
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{
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Log("Client \"" + c.name + "\" kicked \"" + kickedClient.name + "\".", Color.Red);
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Log("Client \"" + c.name + "\" kicked \"" + kickedClient.name + "\".", ServerLog.MessageType.ServerMessage);
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KickClient(kickedClient, false, false);
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}
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break;
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@@ -797,14 +797,14 @@ namespace Barotrauma.Networking
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var bannedClient = connectedClients.Find(cl => cl != c && cl.name == bannedName);
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if (bannedClient != null)
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{
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Log("Client \"" + c.name + "\" banned \"" + bannedClient.name + "\".", Color.Red);
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Log("Client \"" + c.name + "\" banned \"" + bannedClient.name + "\".", ServerLog.MessageType.ServerMessage);
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KickClient(bannedClient, true, false);
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}
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break;
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case ClientPermissions.EndRound:
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if (gameStarted)
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{
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Log("Client \"" + c.name + "\" ended the round.", Color.Cyan);
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Log("Client \"" + c.name + "\" ended the round.", ServerLog.MessageType.ServerMessage);
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EndGame();
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}
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break;
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@@ -1088,10 +1088,10 @@ namespace Barotrauma.Networking
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GameMain.GameSession.StartShift(GameMain.NetLobbyScreen.LevelSeed, teamCount > 1);
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GameServer.Log("Starting a new round...", Color.Cyan);
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GameServer.Log("Submarine: " + selectedSub.Name, Color.Cyan);
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GameServer.Log("Game mode: " + selectedMode.Name, Color.Cyan);
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GameServer.Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, Color.Cyan);
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GameServer.Log("Starting a new round...", ServerLog.MessageType.ServerMessage);
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GameServer.Log("Submarine: " + selectedSub.Name, ServerLog.MessageType.ServerMessage);
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GameServer.Log("Game mode: " + selectedMode.Name, ServerLog.MessageType.ServerMessage);
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GameServer.Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, ServerLog.MessageType.ServerMessage);
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bool missionAllowRespawn =
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!(GameMain.GameSession.gameMode is MissionMode) ||
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@@ -1166,7 +1166,7 @@ namespace Barotrauma.Networking
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if (TraitorManager.TraitorCharacter!=null && TraitorManager.TargetCharacter != null)
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{
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Log(TraitorManager.TraitorCharacter.Name + " is the traitor and the target is " + TraitorManager.TargetCharacter.Name, Color.Cyan);
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Log(TraitorManager.TraitorCharacter.Name + " is the traitor and the target is " + TraitorManager.TargetCharacter.Name, ServerLog.MessageType.ServerMessage);
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}
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}
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@@ -1409,7 +1409,7 @@ namespace Barotrauma.Networking
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if (string.IsNullOrWhiteSpace(msg)) msg = client.name + " has left the server";
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if (string.IsNullOrWhiteSpace(targetmsg)) targetmsg = "You have left the server";
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Log(msg, ChatMessage.MessageColor[(int)ChatMessageType.Server]);
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Log(msg, ServerLog.MessageType.ServerMessage);
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client.Connection.Disconnect(targetmsg);
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@@ -1818,7 +1818,7 @@ namespace Barotrauma.Networking
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if (Voting.AllowEndVoting && EndVoteMax > 0 &&
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((float)EndVoteCount / (float)EndVoteMax) >= EndVoteRequiredRatio)
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{
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Log("Ending round by votes (" + EndVoteCount + "/" + (EndVoteMax - EndVoteCount) + ")", Color.Cyan);
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Log("Ending round by votes (" + EndVoteCount + "/" + (EndVoteMax - EndVoteCount) + ")", ServerLog.MessageType.ServerMessage);
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EndGame();
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}
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}
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@@ -2005,11 +2005,11 @@ namespace Barotrauma.Networking
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return preferredClient;
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}
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public static void Log(string line, Color? color)
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public static void Log(string line, ServerLog.MessageType messageType)
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{
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if (GameMain.Server == null || !GameMain.Server.SaveServerLogs) return;
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GameMain.Server.log.WriteLine(line, color);
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GameMain.Server.log.WriteLine(line, messageType);
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}
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public override void Disconnect()
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@@ -2029,7 +2029,7 @@ namespace Barotrauma.Networking
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if (SaveServerLogs)
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{
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Log("Shutting down server...", Color.Cyan);
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Log("Shutting down the server...", ServerLog.MessageType.ServerMessage);
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log.Save();
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}
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