- Some of the non-game-crashing error messages are sent to GameAnalytics.
- Changed crash severity from Error to Critical. - Exception handling when loading submarine preview images. - Checking if position is valid in Ragdoll.SetPosition.
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@@ -30,6 +30,9 @@ namespace Barotrauma.Networking
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catch (Exception exception)
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{
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DebugConsole.ThrowError("Failed to write an event for the entity \"" + e.Entity + "\"", exception);
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GameAnalyticsManager.AddErrorEventOnce("NetEntityEventManager.Write:WriteFailed" + e.Entity.ToString(),
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Failed to write an event for the entity \"" + e.Entity + "\"\n" + exception.StackTrace);
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//write an empty event to avoid messing up IDs
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//(otherwise the clients might read the next event in the message and think its ID
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@@ -49,6 +52,9 @@ namespace Barotrauma.Networking
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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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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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}
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//the ID has been taken by another entity (the original entity has been removed) -> write an empty event
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