- 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:
Mark Vejvoda
2010-07-02 19:57:47 +00:00
parent 521fb237bf
commit eda2e84aee
3 changed files with 11 additions and 15 deletions

View File

@@ -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) {