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