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author | smatz <smatz@openttd.org> | 2011-02-15 13:15:12 +0000 |
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committer | smatz <smatz@openttd.org> | 2011-02-15 13:15:12 +0000 |
commit | a5b9858a36d78eef15e68d45b727a932312afed2 (patch) | |
tree | 9de1d515ba8ea472ae394ddecbf8c58920566bfa /src | |
parent | d2d6b263b3f2a9b4b91e418d29113216a9144b5f (diff) | |
download | openttd-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')
-rw-r--r-- | src/network/network_server.cpp | 2 |
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; } |