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	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
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		| @@ -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; | ||||
|   | ||||
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