Fix server crash when client joined during threaded (auto)save
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@@ -112,7 +112,6 @@ struct PacketWriter : SaveFilter {
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* we need to handle the save finish as well as the
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* we need to handle the save finish as well as the
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* next connection might just be requesting a map. */
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* next connection might just be requesting a map. */
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WaitTillSaved();
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WaitTillSaved();
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ProcessAsyncSaveFinish();
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}
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}
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/**
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/**
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@@ -624,6 +623,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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}
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}
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if (this->status == STATUS_AUTHORIZED) {
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if (this->status == STATUS_AUTHORIZED) {
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WaitTillSaved();
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this->savegame = new PacketWriter(this);
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this->savegame = new PacketWriter(this);
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/* Now send the _frame_counter and how many packets are coming */
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/* Now send the _frame_counter and how many packets are coming */
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