The gist is, the game sends info to the lobby server when important stuff happens in the game (like an ACU death). If you happen to be disconnected from the server at that point (and don't check it and write anyway) the socket we write to decides to go bonkers instead of returning an error and segfaults the client.
Funnily enough, it's an error we already encountered on the ICE branch, but I didn't think the same issue occurs on the regular branch as well. I merged in a fix and will release a new client RC tomorrow.Statistics: Posted by Wesmania — 31 May 2018, 23:19
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