Follow-up Comment #10, bug #16299 (project wesnoth):
Here's how the bug can be reproduced on 1.8 multiplayer:
Step 1: Start two 1.8 Wesnoth clients (client A and B), join a 1v1 game on a
server with both clients, start the game
Step 2: Client A recruits a bunch of units, ends turn; Client B does the
same
Step 3: Activate delayed shroud updates (shift+d) on client A , move all
units around, end turn; after that immediately close client B (or leave the
game) before he receives the turn from the server; client A takes control of
client B's side
Result: All units of Client B's side don't have their movement points
refreshed and the side got no gold income (the turn wasn't initialised
properly), so the game can't be continued normally from here
I can't reliably reproduce it on 1.9 yet because I have no idea how I can
delay the turn end on Client B. I used the delay shroud feature here but on
1.9.9 it's replaced by the planning feature and it can't be exploited like
that. Nevertheless the bug also exists on 1.9.9.
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