Fix crash when server's client disconnects.

This commit is contained in:
Rachel Bryk 2015-03-07 04:40:24 -05:00
parent a3f6cbfe6b
commit 3df51e553f
2 changed files with 3 additions and 3 deletions

View File

@ -397,7 +397,7 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
case NP_MSG_DISABLE_GAME:
{
PanicAlertT("Other client disconnected while game is running!! NetPlay is disabled. You manually stop the game.");
PanicAlertT("Other client disconnected while game is running!! NetPlay is disabled. You must manually stop the game.");
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_is_running = false;
NetPlay_Disable();

View File

@ -334,7 +334,7 @@ unsigned int NetPlayServer::OnDisconnect(Client& player)
{
for (PadMapping mapping : m_pad_map)
{
if (mapping == pid)
if (mapping == pid && pid != 1)
{
PanicAlertT("Client disconnect while game is running!! NetPlay is disabled. You must manually stop the game.");
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
@ -344,7 +344,7 @@ unsigned int NetPlayServer::OnDisconnect(Client& player)
spac << (MessageId)NP_MSG_DISABLE_GAME;
// this thread doesn't need players lock
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
SendToClients(spac, 1);
break;
}
}