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authorrubidium <rubidium@openttd.org>2013-11-15 22:22:01 +0000
committerrubidium <rubidium@openttd.org>2013-11-15 22:22:01 +0000
commit18a3a569fb81f3d0b04e10ff35db6919a0285742 (patch)
treedca477723c03c220810358f0af02a606d491d08c /src/network/network_server.h
parentc98c41e00794db958d86104e2fbf37489ba93412 (diff)
downloadopenttd-18a3a569fb81f3d0b04e10ff35db6919a0285742.tar.xz
(svn r26005) -Fix [FS#5478]: crash when transferring savegame from server to client
Diffstat (limited to 'src/network/network_server.h')
-rw-r--r--src/network/network_server.h3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/network/network_server.h b/src/network/network_server.h
index 0fc52adf3..b0a2ec461 100644
--- a/src/network/network_server.h
+++ b/src/network/network_server.h
@@ -75,16 +75,13 @@ public:
CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
int receive_limit; ///< Amount of bytes that we can receive at this moment
- Packet *savegame_packets; ///< Packet queue of the savegame; send these "slowly" to the client.
struct PacketWriter *savegame; ///< Writer used to write the savegame.
- ThreadMutex *savegame_mutex; ///< Mutex for making threaded saving safe.
NetworkAddress client_address; ///< IP-address of the client (so he can be banned)
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();
virtual Packet *ReceivePacket();
- virtual void SendPacket(Packet *packet);
NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
void GetClientName(char *client_name, size_t size) const;