From f043088ec12a1b2bc63c9a5ba48a34ddfa78485d Mon Sep 17 00:00:00 2001 From: Darkvater Date: Sat, 16 Jul 2005 09:55:31 +0000 Subject: [PATCH] (svn r2587) - Fix: Don't close the save-thread if it wasn't started because of some error or a network-server --- saveload.c | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/saveload.c b/saveload.c index d2fc3748f1..8739daca1a 100644 --- a/saveload.c +++ b/saveload.c @@ -1280,7 +1280,7 @@ static bool SaveFileToDisk(void *ptr) fclose(_sl.fh); SaveFileDone(); - CloseOTTDThread(); + if (*(bool*)ptr) CloseOTTDThread(); return true; } @@ -1352,6 +1352,7 @@ int SaveOrLoad(const char *filename, int mode) /* General tactic is to first save the game to memory, then use an available writer * to write it to file, either in threaded mode if possible, or single-threaded */ if (mode == SL_SAVE) { /* SAVE game */ + bool threaded = true; fmt = GetSavegameFormat("memory"); // write to memory _sl.write_bytes = fmt->writer; @@ -1368,9 +1369,10 @@ int SaveOrLoad(const char *filename, int mode) SlWriteFill(); // flush the save buffer /* Write to file */ - if (_network_server || !CreateOTTDThread(&SaveFileToDisk, NULL)) { + if (_network_server || !CreateOTTDThread(&SaveFileToDisk, &threaded)) { DEBUG(misc, 1) ("cannot create savegame thread, reverting to single-threaded mode..."); - SaveFileToDisk(NULL); + threaded = false; + SaveFileToDisk(&threaded); } } else { /* LOAD game */