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-rw-r--r--saveload.c8
1 files changed, 5 insertions, 3 deletions
diff --git a/saveload.c b/saveload.c
index d2fc3748f..8739daca1 100644
--- a/saveload.c
+++ b/saveload.c
@@ -1280,7 +1280,7 @@ static bool SaveFileToDisk(void *ptr)
fclose(_sl.fh);
SaveFileDone();
- CloseOTTDThread();
+ if (*(bool*)ptr) CloseOTTDThread();
return true;
}
@@ -1352,6 +1352,7 @@ int SaveOrLoad(const char *filename, int mode)
/* General tactic is to first save the game to memory, then use an available writer
* to write it to file, either in threaded mode if possible, or single-threaded */
if (mode == SL_SAVE) { /* SAVE game */
+ bool threaded = true;
fmt = GetSavegameFormat("memory"); // write to memory
_sl.write_bytes = fmt->writer;
@@ -1368,9 +1369,10 @@ int SaveOrLoad(const char *filename, int mode)
SlWriteFill(); // flush the save buffer
/* Write to file */
- if (_network_server || !CreateOTTDThread(&SaveFileToDisk, NULL)) {
+ if (_network_server || !CreateOTTDThread(&SaveFileToDisk, &threaded)) {
DEBUG(misc, 1) ("cannot create savegame thread, reverting to single-threaded mode...");
- SaveFileToDisk(NULL);
+ threaded = false;
+ SaveFileToDisk(&threaded);
}
} else { /* LOAD game */