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authorglx <glx@openttd.org>2008-06-05 20:54:52 +0000
committerglx <glx@openttd.org>2008-06-05 20:54:52 +0000
commitee256e770afb5f04a6a10f3b2045dd426d3167ff (patch)
tree62bef57de81c1ddcc691d5de5e8db395615bdacc /src/network/network_server.cpp
parent5176319dd5145138604dd48c44b056693d900b10 (diff)
downloadopenttd-ee256e770afb5f04a6a10f3b2045dd426d3167ff.tar.xz
(svn r13390) -Codechange: introduce usererror() for fatal but not openttd related errors. Now all error() will 'crash' openttd after showing the message in win32 releases (MSVC), creating a crash.log and crash.dmp (like the '!' hack used before). On the other hand, usererror() will just close the game. So use error() only when it can be helpful to debugging, else use usererror().
Diffstat (limited to 'src/network/network_server.cpp')
-rw-r--r--src/network/network_server.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 16f77f610..b0f3a98c8 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -323,12 +323,12 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
Packet *p;
// Make a dump of the current game
- if (SaveOrLoad(filename, SL_SAVE, AUTOSAVE_DIR) != SL_OK) error("network savedump failed");
+ if (SaveOrLoad(filename, SL_SAVE, AUTOSAVE_DIR) != SL_OK) usererror("network savedump failed");
file_pointer = FioFOpenFile(filename, "rb", AUTOSAVE_DIR);
fseek(file_pointer, 0, SEEK_END);
- if (ftell(file_pointer) == 0) error("network savedump failed - zero sized savegame?");
+ if (ftell(file_pointer) == 0) usererror("network savedump failed - zero sized savegame?");
// Now send the _frame_counter and how many packets are coming
p = NetworkSend_Init(PACKET_SERVER_MAP);
@@ -355,7 +355,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
p->Send_uint8(MAP_PACKET_NORMAL);
res = (int)fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer);
- if (ferror(file_pointer)) error("Error reading temporary network savegame!");
+ if (ferror(file_pointer)) usererror("Error reading temporary network savegame!");
p->size += res;
cs->Send_Packet(p);