diff options
-rw-r--r-- | src/network/network_server.cpp | 8 | ||||
-rw-r--r-- | src/openttd.cpp | 1 | ||||
-rw-r--r-- | src/saveload/saveload.h | 1 |
3 files changed, 7 insertions, 3 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; diff --git a/src/openttd.cpp b/src/openttd.cpp index 21eb89f57..c0780241c 100644 --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -75,7 +75,6 @@ void IncreaseDate(); void DoPaletteAnimations(); void MusicLoop(); void ResetMusic(); -void ProcessAsyncSaveFinish(); void CallWindowTickEvent(); extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt); diff --git a/src/saveload/saveload.h b/src/saveload/saveload.h index ff18615c2..7c8596532 100644 --- a/src/saveload/saveload.h +++ b/src/saveload/saveload.h @@ -54,6 +54,7 @@ void SetSaveLoadError(uint16 str); const char *GetSaveLoadErrorString(); SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, bool threaded = true); void WaitTillSaved(); +void ProcessAsyncSaveFinish(); void DoExitSave(); SaveOrLoadResult SaveWithFilter(struct SaveFilter *writer, bool threaded); |