summaryrefslogtreecommitdiff
path: root/src/openttd.cpp
diff options
context:
space:
mode:
authorrubidium42 <rubidium@openttd.org>2021-05-01 14:41:25 +0200
committerrubidium42 <rubidium42@users.noreply.github.com>2021-05-01 18:30:08 +0200
commit05394d5216f89c9a7e14487b571515e510828657 (patch)
tree5b776de934917aeb88b09486fc1309a22467a6bf /src/openttd.cpp
parent83985fe26f1ad87df709f122f74e5d50485095fa (diff)
downloadopenttd-05394d5216f89c9a7e14487b571515e510828657.tar.xz
Fix #6598: Prevent invalid memory accesses when abandoning a join from within a network game
One could join a network game from within an already running network game. This would call a NetworkDisconnect, but keeps the UI alive. If, during that process the join is aborted, e.g. by cancelling on a password dialog, you would still be in your network game but also get shown the server list. Solve all the underlying problems by falling back to the main UI when (re)connecting to a(nother) server.
Diffstat (limited to 'src/openttd.cpp')
-rw-r--r--src/openttd.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/openttd.cpp b/src/openttd.cpp
index fbeeba793..234e3a419 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -1068,6 +1068,11 @@ void SwitchToMode(SwitchMode new_mode)
break;
}
+ case SM_JOIN_GAME: // Join a multiplayer game
+ LoadIntroGame();
+ NetworkClientJoinGame();
+ break;
+
case SM_MENU: // Switch to game intro menu
LoadIntroGame();
if (BaseSounds::ini_set.empty() && BaseSounds::GetUsedSet()->fallback && SoundDriver::GetInstance()->HasOutput()) {