Send network client desync log messages to server
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@@ -1286,6 +1286,19 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_LOG(Pack
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_MSG(Packet *p)
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{
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Date date = p->Recv_uint32();
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DateFract date_fract = p->Recv_uint16();
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uint8 tick_skip_counter = p->Recv_uint8();
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std::string msg;
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p->Recv_string(msg);
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DEBUG(desync, 0, "Client-id %d desync msg: %s", this->client_id, msg.c_str());
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extern void LogRemoteDesyncMsg(Date date, DateFract date_fract, uint8 tick_skip_counter, uint32 src_id, std::string msg);
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LogRemoteDesyncMsg(date, date_fract, tick_skip_counter, this->client_id, std::move(msg));
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
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{
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/* The client wants to leave. Display this and report it to the other
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