(svn r13417) -Fix (r12945, r13413): freeing the ThreadObjects in a manner that hopefully doesn't cause crashes.
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@@ -95,6 +95,7 @@ static void NORETURN SlError(StringID string, const char *extra_msg = NULL)
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typedef void (*AsyncSaveFinishProc)();
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static AsyncSaveFinishProc _async_save_finish = NULL;
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static ThreadObject *_save_thread;
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/**
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* Called by save thread to tell we finished saving.
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@@ -117,6 +118,12 @@ void ProcessAsyncSaveFinish()
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_async_save_finish();
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_async_save_finish = NULL;
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if (_save_thread != NULL) {
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_save_thread->Join();
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delete _save_thread;
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_save_thread = NULL;
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}
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}
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/**
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@@ -1545,8 +1552,6 @@ static void SaveFileError()
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SaveFileDone();
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}
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static ThreadObject *_save_thread;
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/** We have written the whole game into memory, _Savegame_pool, now find
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* and appropiate compressor and start writing to file.
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*/
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@@ -1617,6 +1622,7 @@ void WaitTillSaved()
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if (_save_thread == NULL) return;
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_save_thread->Join();
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delete _save_thread;
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_save_thread = NULL;
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}
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@@ -1695,7 +1701,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
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SaveFileStart();
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if (_network_server ||
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(_save_thread = ThreadObject::New(&SaveFileToDiskThread, NULL, &ThreadObject::TerminateCleanup)) == NULL) {
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(_save_thread = ThreadObject::New(&SaveFileToDiskThread, NULL)) == NULL) {
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if (!_network_server) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
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SaveOrLoadResult result = SaveFileToDisk(false);
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