Browse Source

Fix freeze on closing server before starting the game

Fixes possible freeze that seems to be caused by client shutting down
socket before sending its final LobbyClientDisconnected packet, leading
to server not processing disconnection of host correctly, which in turn
causes client to wait server shutdown forever.

Looks like regression from #4722

- Fixes #4912 and its duplicates
Ivan Savenko 11 months ago
parent
commit
14a3c6ad14
1 changed files with 1 additions and 1 deletions
  1. 1 1
      server/CVCMIServer.cpp

+ 1 - 1
server/CVCMIServer.cpp

@@ -300,7 +300,7 @@ void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & con
 	std::shared_ptr<CConnection> c = findConnection(connection);
 
 	// player may have already disconnected via clientDisconnected call
-	if (c && gh && getState() == EServerState::GAMEPLAY)
+	if (c)
 	{
 		LobbyClientDisconnected lcd;
 		lcd.c = c;