Log client ID/name in server desync logs
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@@ -1196,7 +1196,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
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if (errorno == NETWORK_ERROR_DESYNC) {
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std::string server_desync_log;
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CrashLog::DesyncCrashLog(&(this->desync_log), &server_desync_log, DesyncExtraInfo{});
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DesyncExtraInfo info;
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info.client_name = client_name;
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info.client_id = this->client_id;
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CrashLog::DesyncCrashLog(&(this->desync_log), &server_desync_log, info);
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this->SendDesyncLog(server_desync_log);
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// decrease the sync frequency for this point onwards
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