Saveload: Allow threaded saves in network server mode

This commit is contained in:
Jonathan G Rennison
2021-06-20 10:20:10 +01:00
parent ad15d4fd8f
commit 3e66ffead0

View File

@@ -3563,7 +3563,7 @@ SaveOrLoadResult SaveOrLoad(const std::string &filename, SaveLoadOperation fop,
if (fop == SLO_SAVE) { // SAVE game
DEBUG(desync, 1, "save: date{%08x; %02x; %02x}; %s", _date, _date_fract, _tick_skip_counter, filename.c_str());
if (_network_server || !_settings_client.gui.threaded_saves) threaded = false;
if (!_settings_client.gui.threaded_saves) threaded = false;
return DoSave(new FileWriter(fh), threaded);
}