Further paranoia changes to prevent timer callbacks from occurring in an uncontrolled state.

This commit is contained in:
lotodore
2009-06-15 22:34:07 +00:00
parent 3d57f65e2b
commit 22edd63dde
6 changed files with 66 additions and 5 deletions
+9 -1
View File
@@ -1156,7 +1156,7 @@ ClientStateSynchronizeStart::TimerLoop(const boost::system::error_code& ec, boos
}
void
ClientStateSynchronizeStart::InternalHandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket)
ClientStateSynchronizeStart::InternalHandlePacket(boost::shared_ptr<ClientThread> /*client*/, boost::shared_ptr<NetPacket> tmpPacket)
{
if (tmpPacket->ToNetPacketGameStart())
throw ClientException(__FILE__, __LINE__, ERR_NET_START_TIMEOUT, 0);
@@ -1630,3 +1630,11 @@ ClientStateRunHand::ResetPlayerSets(Game &curGame)
}
}
//-----------------------------------------------------------------------------
ClientStateFinal &
ClientStateFinal::Instance()
{
static ClientStateFinal state;
return state;
}