(svn r17535) -Fix: compiling without networking failed; also unhackify the crash logger a bit.
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@@ -1780,9 +1780,10 @@ void WaitTillSaved()
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* handled. It opens the savegame, selects format and checks versions
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* @param filename The name of the savegame being created/loaded
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* @param mode Save or load. Load can also be a TTD(Patch) game. Use SL_LOAD, SL_OLD_LOAD or SL_SAVE
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* @param threaded True when threaded saving is allowed
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* @return Return the results of the action. SL_OK, SL_ERROR or SL_REINIT ("unload" the game)
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*/
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SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
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SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, bool threaded)
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{
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uint32 hdr[2];
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const SaveLoadFormat *fmt;
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@@ -1851,9 +1852,9 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
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SlWriteFill(); // flush the save buffer
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SaveFileStart();
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if (_network_server ||
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!ThreadObject::New(&SaveFileToDiskThread, NULL, &_save_thread)) {
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if (!_network_server) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
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if (_network_server) threaded = false;
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if (!threaded || !ThreadObject::New(&SaveFileToDiskThread, NULL, &_save_thread)) {
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if (threaded) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
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SaveOrLoadResult result = SaveFileToDisk(false);
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SaveFileDone();
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