Codechange: use std::shared_ptr to manage saveload filters instead of manually trying to avoid double frees
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@@ -16,7 +16,7 @@
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class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
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private:
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std::string connection_string; ///< Address we are connected to.
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struct PacketReader *savegame; ///< Packet reader for reading the savegame.
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std::shared_ptr<struct PacketReader> savegame; ///< Packet reader for reading the savegame.
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byte token; ///< The token we need to send back to the server to prove we're the right client.
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/** Status of the connection with the server. */
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