For the particular save game I am using, it is turn 208.
After loading the game, it takes a while before the screen refreshes, the galaxy is visible, and the turn button shows up.
If I click the "turn" button in the next 6 seconds or less, the game stops with a server disconnect.
If I wait 10 seconds or more, the turn processes normally and the game doesn't crash. (!!!)
(Is there some process running in the background that is still active even after the new turn starts?)
I compared the log files for the "normal" turn and the "bad" server disconnect.
"bad" freeorion.log (what seems to be the appropriate part)
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2017-03-15 21:51:34.664377 [debug] Client : ScopedTimer.cpp:28 : MapWnd::MidTurnUpdate time: 80 ms
2017-03-15 21:51:34.804525 [debug] Client : HumanClientFSM.cpp:483 : (HumanClientFSM) PlayingGame.TurnProgress
2017-03-15 21:51:34.848995 [debug] Client : HumanClientFSM.cpp:483 : (HumanClientFSM) PlayingGame.TurnProgress
2017-03-15 21:51:36.499556 [debug] Client : ClientNetworking.cpp:315 : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "End of file"
2017-03-15 21:51:36.505796 [debug] Client : HumanClientApp.cpp:1212 : HumanClientApp::DisconnectedFromServer
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2017-03-15 21:51:35.060228 [debug] Server : LoggingWrapper.cpp:23 : Executing turn events for turn 208
2017-03-15 21:51:35.274204 [debug] Server : Universe.cpp:1380 : Issue times: planet species: 0.612 ship species: 0.262 specials: 2.634 techs: 14.417 buildings: 2.621 hulls/parts: 7.715 fields: 0.773
2017-03-15 21:51:35.274310 [debug] Server : Universe.cpp:1387 : Evaluation time: 356.029 reorder time: 1.95
2017-03-15 21:51:35.299018 [debug] Server : ScopedTimer.cpp:28 : Universe::ExecuteEffects time: 18 ms
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2017-03-15 21:48:30.896341 [debug] Client : ScopedTimer.cpp:28 : MapWnd::MidTurnUpdate time: 65 ms
2017-03-15 21:48:31.027754 [debug] Client : HumanClientFSM.cpp:483 : (HumanClientFSM) PlayingGame.TurnProgress
2017-03-15 21:48:31.075563 [debug] Client : HumanClientFSM.cpp:483 : (HumanClientFSM) PlayingGame.TurnProgress
2017-03-15 21:48:31.613306 [debug] Client : HumanClientFSM.cpp:483 : (HumanClientFSM) PlayingGame.TurnProgress
2017-03-15 21:48:31.910730 [debug] Client : HumanClientFSM.cpp:599 : (HumanClientFSM) PlayingGame.TurnUpdate
2017-03-15 21:48:31.969479 [debug] Client : SerializeUniverse.cpp:70 : Universe::serialize : deserializing universe width: 1063.81
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2017-03-15 21:48:31.263431 [debug] Server : LoggingWrapper.cpp:23 : Executing turn events for turn 208
2017-03-15 21:48:31.479152 [debug] Server : Universe.cpp:1380 : Issue times: planet species: 0.49 ship species: 0.214 specials: 3.257 techs: 13.436 buildings: 2.08 hulls/parts: 8.121 fields: 0.711
2017-03-15 21:48:31.479255 [debug] Server : Universe.cpp:1387 : Evaluation time: 362.136 reorder time: 2.252
2017-03-15 21:48:31.504574 [debug] Server : ScopedTimer.cpp:28 : Universe::ExecuteEffects time: 19 ms
2017-03-15 21:48:31.552417 [debug] Server : ServerApp.cpp:3060 : ServerApp::PostCombatProcessTurns Turn number incremented to 209