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authorsmatz <smatz@openttd.org>2011-02-15 13:15:12 +0000
committersmatz <smatz@openttd.org>2011-02-15 13:15:12 +0000
commita5b9858a36d78eef15e68d45b727a932312afed2 (patch)
tree9de1d515ba8ea472ae394ddecbf8c58920566bfa /src/network
parentd2d6b263b3f2a9b4b91e418d29113216a9144b5f (diff)
downloadopenttd-a5b9858a36d78eef15e68d45b727a932312afed2.tar.xz
(svn r22086) -Fix: do not check if we can allocate an item if we won't try to do so anyway
Diffstat (limited to 'src/network')
-rw-r--r--src/network/network_server.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 463db6855..fc5325e06 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -275,7 +275,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
/* We can't go over the MAX_CLIENTS limit here. However, the
* pool must have place for all clients and ourself. */
assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
- assert(ServerNetworkGameSocketHandler::CanAllocateItem());
+ assert(!accept || ServerNetworkGameSocketHandler::CanAllocateItem());
return accept;
}