Update of bug #16919 (project wesnoth):

                  Status:                    None => Works For Me           

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Follow-up Comment #4:

I've checked a networked MP game with a valgrinded wesnoth client from r52419
and a valgrinded wesnothd as well and no suspicious memory accesses showed up.
I've also been running networked MP through the MSVC debugger many times this
dev cycle without any of the typical memory crashes, not in the near past at
least, and the visual debugger tends to be quite sensitive towards detecting
these kind of problems. So, unless someone who can actually reproduce the
crashes provides more information there's nothing that can be done about this.
For instance, a backtrace from a debug built could help, or trying to narrow
down the circumstances under which this happens, or some order of actions
which reproduce it.
In any case, for testing there should definitely be used 1.9.13 (and later
versions) now since it could well be something else which was fixed since
1.8.
Marking "works for me".

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Reply to this item at:

  <http://gna.org/bugs/?16919>

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