When a player aborted a game after their last life their client would send an asynchronous message letting other players knowing they are out. But this could sometimes result in a race condition where other players wouldn't be able to handle the abort keystroke which allows it to clean up and set the isOut flag. The result of this was that the aborted player would be counted by some players and not others which messed up the fragmentation checksum.
When a player aborted a game after their last life their client would send an asynchronous message letting other players knowing they are out. But this could sometimes result in a race condition where other players wouldn't be able to handle the abort keystroke which allows it to clean up and set the
isOut
flag. The result of this was that the aborted player would be counted by some players and not others which messed up the fragmentation checksum.