Make server and all clients run desync checks if a client desyncs.
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@@ -256,6 +256,9 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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DEBUG(desync, 1, "sync_err: %08x; %02x; %02X", _date, _date_fract, _tick_skip_counter);
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DEBUG(net, 0, "Sync error detected!");
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my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
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extern void CheckCaches(bool force_check);
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CheckCaches(true);
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return false;
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}
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