Fix server crash when client joined during threaded (auto)save

This commit is contained in:
Jonathan G Rennison
2021-07-13 02:09:35 +01:00
parent 2b4741b97d
commit d23720cc60

View File

@@ -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 */