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-rw-r--r--src/network/network.cpp9
1 files changed, 8 insertions, 1 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 542d4f52c..f3b036592 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -422,7 +422,14 @@ static NetworkClientSocket *NetworkAllocClient(SOCKET s)
// Close a connection
void NetworkCloseClient(NetworkClientSocket *cs)
{
- assert(cs->sock != INVALID_SOCKET);
+ /*
+ * Sending a message just before leaving the game calls cs->Send_Packets.
+ * This might invoke this function, which means that when we close the
+ * connection after cs->Send_Packets we will close an already closed
+ * connection. This handles that case gracefully without having to make
+ * that code any more complex or more aware of the validity of the socket.
+ */
+ if (cs->sock == INVALID_SOCKET) return;
DEBUG(net, 1, "Closed client connection %d", cs->client_id);