diff options
author | rubidium <rubidium@openttd.org> | 2011-02-12 21:30:57 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2011-02-12 21:30:57 +0000 |
commit | befa79ba4af31b7ec59a45a19b7f5634b420a266 (patch) | |
tree | 5f22fb77e789a27f378eb738dc799698e1365073 /src/network | |
parent | a19bc28aba6ec682f74ad7f8f0fd8104bdece3af (diff) | |
download | openttd-befa79ba4af31b7ec59a45a19b7f5634b420a266.tar.xz |
(svn r22070) -Fix [FS#4503] (r21399): crashes when disconnecting after requesting the map
Diffstat (limited to 'src/network')
-rw-r--r-- | src/network/network_server.cpp | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index 7e870d1c3..463db6855 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -181,8 +181,12 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler() if (this->savegame != NULL) this->savegame->cs = NULL; if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical(); - /* Make sure the saving is completely cancelled. */ - if (this->savegame != NULL) WaitTillSaved(); + /* Make sure the saving is completely cancelled. + * Yes, we need to handle the save finish as well + * as the next connection in this "loop" might + * just be requesting the map and such. */ + WaitTillSaved(); + ProcessAsyncSaveFinish(); while (this->savegame_packets != NULL) { Packet *p = this->savegame_packets->next; |