(svn r22064) -Fix [FS#4497] (r21399): crash when disconnecting and reconnecting while the server is still saving the savegame

This commit is contained in:
rubidium 2011-02-11 23:20:35 +00:00
parent 1dc5ba2210
commit d8cada7563
2 changed files with 19 additions and 7 deletions

View File

@ -69,7 +69,6 @@ struct PacketWriter : SaveFilter {
/** Make sure everything is cleaned up. */
~PacketWriter()
{
/* Prevent double frees. */
if (this->cs != NULL) {
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
@ -99,7 +98,8 @@ struct PacketWriter : SaveFilter {
/* virtual */ void Write(byte *buf, size_t size)
{
if (this->cs == NULL) return;
/* We want to abort the saving when the socket is closed. */
if (this->cs == NULL) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
if (this->current == NULL) this->current = new Packet(PACKET_SERVER_MAP_DATA);
@ -125,7 +125,8 @@ struct PacketWriter : SaveFilter {
/* virtual */ void Finish()
{
if (this->cs == NULL) return;
/* We want to abort the saving when the socket is closed. */
if (this->cs == NULL) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
@ -181,6 +182,10 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
if (this->savegame != NULL) this->savegame->cs = NULL;
if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
/* Make sure the saving is completely cancelled. */
if (this->savegame != NULL) WaitTillSaved();
delete this->savegame_mutex;
}

View File

@ -2382,13 +2382,20 @@ static SaveOrLoadResult SaveFileToDisk(bool threaded)
} catch (...) {
ClearSaveLoadState();
/* Skip the "colour" character */
DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
AsyncSaveFinishProc asfp = SaveFileDone;
/* We don't want to shout when saving is just
* cancelled due to a client disconnecting. */
if (_sl.error_str != STR_NETWORK_ERROR_LOSTCONNECTION) {
/* Skip the "colour" character */
DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
asfp = SaveFileError;
}
if (threaded) {
SetAsyncSaveFinish(SaveFileError);
SetAsyncSaveFinish(asfp);
} else {
SaveFileError();
asfp();
}
return SL_ERROR;
}