(fdc49c8c) Unstable 0.9.7.1
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@@ -46,10 +46,10 @@ namespace Barotrauma.Networking
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//the length of the data is written as a byte, so the data needs to be less than 255 bytes long
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if (tempEventBuffer.LengthBytes > 255)
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{
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DebugConsole.ThrowError("Too much data in network event for entity \"" + e.Entity.ToString() + "\" (" + tempEventBuffer.LengthBytes + " bytes");
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DebugConsole.ThrowError("Too much data in network event for entity \"" + e.Entity.ToString() + "\" (" + tempEventBuffer.LengthBytes + " bytes, event ID " + e.ID + ")");
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GameAnalyticsManager.AddErrorEventOnce("NetEntityEventManager.Write:TooLong" + e.Entity.ToString(),
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Too much data in network event for entity \"" + e.Entity.ToString() + "\" (" + tempEventBuffer.LengthBytes + " bytes");
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"Too much data in network event for entity \"" + e.Entity.ToString() + "\" (" + tempEventBuffer.LengthBytes + " bytes, event ID " + e.ID + ")");
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//write an empty event to prevent breaking the event syncing
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tempBuffer.Write(Entity.NullEntityID);
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