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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]
The text was updated successfully, but these errors were encountered:
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.
Sorry, something went wrong.
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.
replays/network
95b72b5
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Lix 0.8.4.
Play multiplayer. Produce severe lag that cuts the connection from the server. Get a crash in the game:
The text was updated successfully, but these errors were encountered: