mirror of
https://github.com/glest/glest-source.git
synced 2025-09-30 01:18:58 +02:00
- bugfixes for processing disconnect and game end scenarios. These fixes corrected a bunch of segfaults when client or server disconnect.
This commit is contained in:
@@ -535,7 +535,8 @@ void ServerInterface::update() {
|
||||
connectionSlot->getChatTextList().empty() == false) {
|
||||
try {
|
||||
for(int chatIdx = 0; chatIdx < connectionSlot->getChatTextList().size(); chatIdx++) {
|
||||
const ChatMsgInfo &msg = connectionSlot->getChatTextList()[chatIdx];
|
||||
ChatMsgInfo msg(connectionSlot->getChatTextList()[chatIdx]);
|
||||
this->addChatInfo(msg);
|
||||
|
||||
string newChatText = msg.chatText.c_str();
|
||||
string newChatSender = msg.chatSender.c_str();
|
||||
@@ -547,19 +548,13 @@ void ServerInterface::update() {
|
||||
broadcastMessage(&networkMessageText, connectionSlot->getPlayerIndex());
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] after broadcast nmtText chatText [%s] chatSender [%s] chatTeamIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,newChatText.c_str(),newChatSender.c_str(),newChatTeamIndex);
|
||||
|
||||
//chatText = newChatText.c_str();
|
||||
//chatSender = newChatSender.c_str();
|
||||
//chatTeamIndex = newChatTeamIndex;
|
||||
this->addChatInfo(msg);
|
||||
|
||||
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] after connectionSlot->clearChatInfo chatText [%s] chatSender [%s] chatTeamIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,chatText.c_str(),chatSender.c_str(),chatTeamIndex);
|
||||
}
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] i = %d\n",__FILE__,__FUNCTION__,__LINE__,i);
|
||||
// Its possible that the slot is disconnected here
|
||||
// so check the original pointer again
|
||||
if(slots[i] != NULL) {
|
||||
connectionSlot->clearChatInfo();
|
||||
slots[i]->clearChatInfo();
|
||||
}
|
||||
}
|
||||
catch(const exception &ex) {
|
||||
|
Reference in New Issue
Block a user