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@ -422,7 +422,14 @@ static NetworkClientSocket *NetworkAllocClient(SOCKET s)
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// Close a connection
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// Close a connection
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void NetworkCloseClient(NetworkClientSocket *cs)
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void NetworkCloseClient(NetworkClientSocket *cs)
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{
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{
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assert(cs->sock != INVALID_SOCKET);
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/*
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* Sending a message just before leaving the game calls cs->Send_Packets.
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* This might invoke this function, which means that when we close the
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* connection after cs->Send_Packets we will close an already closed
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* connection. This handles that case gracefully without having to make
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* that code any more complex or more aware of the validity of the socket.
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*/
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if (cs->sock == INVALID_SOCKET) return;
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DEBUG(net, 1, "Closed client connection %d", cs->client_id);
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DEBUG(net, 1, "Closed client connection %d", cs->client_id);
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