Follow-up Comment #1, bug #10679 (project wormux):

I'm not sure there are some good solution for the pause in network game.

The easiest and probably the less intrusive in code is to not stop the game
time counter when the user gets the pause/quit menu if it is a network game.
However, the actions will be handled only when coming back to the game. It
may cause some problems... The good news is that explosion that destroys the
ground are sent as action with precise description, thus, the ground will be
exactly the same  everywhere. Characters state is synchronized at the of the
turn, so most of un-synchronization should be fixed at the end of the next
turn if there is no divergence between in game time.

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