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if we don't find an object, request it be unloaded regardless of existence, to hopefully clear it to work next load attempt
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@@ -1340,11 +1340,14 @@ void GameServer::receiveMessage(const MessageDispatch::Emitter & source, const M
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LoadObjectMessage const t(ri);
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ServerObject *const target = ServerWorld::findObjectByNetworkId(t.getId());
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if (target)
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if (target) {
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createRemoteProxy(t.getProcess(), target);
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else
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WARNING(true, ("Told to create object %s on %d we know nothing about (received LoadObjectMessage for an object not on this server, PlanetServer is probably confused)", t
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.getId().getValueString().c_str(), t.getProcess()));
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} else {
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WARNING(true, ("Told to create object %s on %d we know nothing about. Requesting unload.", t.getId().getValueString().c_str(), t.getProcess()));
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UnloadObjectMessage const t(ri);
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target->unload();
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}
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break;
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}
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case constcrc("UnloadObjectMessage") : {
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