Add client desync log to server desync log output
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@@ -1171,7 +1171,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
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NetworkAdminClientError(this->client_id, errorno);
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if (errorno == NETWORK_ERROR_DESYNC) {
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CrashLog::DesyncCrashLog();
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CrashLog::DesyncCrashLog(&(this->desync_log), nullptr);
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// have the server and all clients run some sanity checks
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NetworkSendCommand(0, 0, 0, CMD_DESYNC_CHECK, nullptr, nullptr, _local_company, 0);
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@@ -1180,6 +1180,16 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_LOG(Packet *p)
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{
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uint size = p->Recv_uint16();
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this->desync_log.resize(this->desync_log.size() + size);
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p->Recv_binary(const_cast<char *>(this->desync_log.data() + this->desync_log.size() - size), size);
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DEBUG(net, 2, "Received %u bytes of client desync log", size);
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this->receive_limit += p->size;
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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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