
Debug + lag simulation + client disc = server crash
Hey again!
I've been working on a RTS game that uses ZoidCom for a few months already. Thing is, today I just got a strange bug and I switched to debug mode and to my surprise the server seemed to crash everytime the client disconnected. So I just forgot about that bug, and I focused on finding what was causing those crashes. Strangely enough, there were no crashes when building on release, and I hadn't had any issues previously on debug either.
The server log when crashing is:
After commenting code for a few hours I ended up with just the bare minimum on the server side, with just the connection code. I was really going mad as nothing seemed to help. But then I tried not calling ZCom_simulateLag and the assertions dissapeared.
Here's the server's process main loop:
The assertions happened on the call to ZCom_processInput just after the client disconnection. Also they just happened when calling ZCom_Control::ZCom_disconnectAll(NULL); on the client. There were no problems if the connection timed out either.
I'm just so shocked that I decided to post here and see what you thought about it. Some extra info: I'm using ZoidCom 6.11 and Visual Studio 2008.
Oh, and thanks for the amazing work on the library!
