On a headless game server, where the controlling client has some latency to the game server, you may run into a situation where the controlling client makes a change to the game setup, such as switching a "CPU" (normal) to "CPU ultra", and immediately after starts the game. If this is the case, all connected clients will receive this error message (just the last part displays on screen) as soon as the game starts:
*ERROR* In [network_interface.cpp::DisplayErrorMessage Line: 99] sErr [client_interface.cpp::waitUntilReady Unexpected network message: 5]
It would seem this is because the last second change to the game setup does not propagate in time from the controlling client to the server or to the other client, triggering this error.
For me, it's much easier to reproduce this on headless server summoner than on engineer since latency from my controlling client is way higher to summoner.
It's apparently a headless only problem, or we just weren't able to reproduce it when I was hosting on my local computer.
All tests were run with me as a controlling client and Derek as the second network player.