Send network client desync log messages to server
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@@ -104,6 +104,7 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
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case PACKET_CLIENT_ERROR: return this->Receive_CLIENT_ERROR(p);
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case PACKET_CLIENT_DESYNC_LOG: return this->Receive_CLIENT_DESYNC_LOG(p);
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case PACKET_SERVER_DESYNC_LOG: return this->Receive_SERVER_DESYNC_LOG(p);
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case PACKET_CLIENT_DESYNC_MSG: return this->Receive_CLIENT_DESYNC_MSG(p);
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case PACKET_SERVER_QUIT: return this->Receive_SERVER_QUIT(p);
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case PACKET_SERVER_ERROR_QUIT: return this->Receive_SERVER_ERROR_QUIT(p);
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case PACKET_SERVER_SHUTDOWN: return this->Receive_SERVER_SHUTDOWN(p);
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@@ -193,6 +194,7 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p) { ret
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_DESYNC_LOG(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_DESYNC_LOG); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_DESYNC_LOG(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_DESYNC_LOG); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_DESYNC_MSG(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_DESYNC_LOG); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }
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