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-rw-r--r--src/network/core/tcp.cpp2
-rw-r--r--src/network/network_server.cpp7
2 files changed, 4 insertions, 5 deletions
diff --git a/src/network/core/tcp.cpp b/src/network/core/tcp.cpp
index 77afac131..3f59efba9 100644
--- a/src/network/core/tcp.cpp
+++ b/src/network/core/tcp.cpp
@@ -82,6 +82,8 @@ void NetworkTCPSocketHandler::Send_Packet(Packet *packet)
* data right now (full network-buffer, it happens ;))
* 3) sending took too long
* @param closing_down Whether we are closing down the connection.
+ * @return \c true if a (part of a) packet could be sent and
+ * the connection is not closed yet.
*/
bool NetworkTCPSocketHandler::Send_Packets(bool closing_down)
{
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index f3e76ed46..513758811 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -138,9 +138,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->writable) {
- cs->Send_Packets();
-
- if (cs->status == STATUS_MAP) {
+ if (cs->Send_Packets() && cs->status == STATUS_MAP) {
/* This client is in the middle of a map-send, call the function for that */
cs->SendMap();
}
@@ -451,8 +449,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
}
/* Send all packets (forced) and check if we have send it all */
- this->Send_Packets();
- if (this->IsPacketQueueEmpty()) {
+ if (this->Send_Packets() && this->IsPacketQueueEmpty()) {
/* All are sent, increase the sent_packets */
sent_packets *= 2;
} else {