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a69c52b3c1cfd6320564c83d392a9d804841eb5d
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Networking/NetEntityEvent
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Joonas Rikkonen a69c52b3c1 Fixed servers failing to write network events for wires with too many nodes, causing clients syncing to fail and everyone getting kicked out due to desync. Now the wire events are split into multiple events, and there's a hard cap (255) on the number of nodes per wire. Closes #563
+ Writing too much data into an event no longer breaks event syncing completely, if it happens the server just logs an error and writes an empty event.
2018-08-03 21:32:28 +03:00
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NetEntityEvent.cs
More server-side EntityEvent error logging, Item.ServerWrite does some error checks and writes NetEntityEvent.Type.Invalid as the type of the event instead of attempting to write a potentially unreadable message.
2018-07-29 22:28:56 +03:00
NetEntityEventManager.cs
Fixed servers failing to write network events for wires with too many nodes, causing clients syncing to fail and everyone getting kicked out due to desync. Now the wire events are split into multiple events, and there's a hard cap (255) on the number of nodes per wire. Closes #563
2018-08-03 21:32:28 +03:00
ServerEntityEventManager.cs
Sending error messages during EntityEvent writing/reading and entity removal to GameAnalytics
2018-07-23 21:16:57 +03:00
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