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Disconnect moves to singleplayer, then fails assert #220

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SimonN opened this issue Sep 4, 2017 · 2 comments
Closed

Disconnect moves to singleplayer, then fails assert #220

SimonN opened this issue Sep 4, 2017 · 2 comments

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@SimonN
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SimonN commented Sep 4, 2017

Lix 0.8.4.

Play multiplayer. Produce severe lag that cuts the connection from the server. Get a crash in the game:

 15949.72 src/net/client.d:150:
 15949.72 call this function only when you're connected
 15949.72 ??:? _d_assert_msg [0xcc5fc7da]
??:? const(pure @property const(net.structs.Profile) function()) net.client.NetClient.ourProfile [0xcc5d6cf8]
??:? pure game.core.view.View game.core.view.createView(const(int), const(net.iclient.INetClient)) [0xcc55616b]
??:? const(@property game.core.view.View function()) game.core.game.Game.view [0xcc5541bb]
??:? void game.core.calc.implGameCalc(game.core.game.Game) [0xcc5515c3]
??:? void game.core.game.Game.calc() [0xcc553dcc]
??:? void basics.mainloop.MainLoop.calc() [0xcc44e19f]
??:? void basics.mainloop.MainLoop.mainLoop() [0xcc44d827]
??:? int main.main(immutable(char)[][]).__lambda2() [0xcc5c4e4c]
??:? extern (C) int allegro5.system.al_run_allegro(scope int delegate()).main_runner(int, char**) [0xcc5f8602]
??:? int allegro5.system.al_run_allegro(scope int delegate()) [0xcc5f85dd]
??:? _Dmain [0xcc5c4de3]
@SimonN
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SimonN commented Feb 6, 2018

I don't know what happens in release mode. I feel that #220 is responsible for this crash by Forestidia.

Let's focus on #220! I've put it off for long enough. Detect the connection drop and report it on the screen, cancelling the game.

@SimonN
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SimonN commented Feb 7, 2018

Will be fixed in 0.9.11.

All connection losses drop you back before the lobby, and you get to click on Connect again. The game won't offer a dialog box to save the replay.

When your option to save all multiplayer replays is enabled (on by default), your replay is saved into replays/network like a finished game.

@SimonN SimonN closed this as completed in 95b72b5 Feb 7, 2018
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