A game client that joins a network game assumes that the game is not currently
paused and doesn't seem to be informed from the remote side when that is
actually not the case.
Toggling pause after will then lead to the client thinking it is the negated
value of the actual pause state, so there is no workaround other than leaving
the game and rejoining while the game is not paused.
Original issue reported on code.google.com by sheepyluva on 21 Jul 2015 at 11:51
Original issue reported on code.google.com by
sheepyluva
on 21 Jul 2015 at 11:51