Canceling asio timers has bad semantics, and causes loads of trouble. Therefore, cancelled timers are simply marked as such, and the asio callback is silently ignored. This fixes several crashes, if players were removed from a game due to an error, because some timers were not cancelled. *sigh* This one took a lot of nerve.

This commit is contained in:
lotodore
2009-06-07 23:25:13 +00:00
parent a6146399d4
commit c8594e8e7b
10 changed files with 56 additions and 44 deletions
+2 -2
View File
@@ -24,7 +24,7 @@
#include <core/loghelper.h>
#define NET_SERVER_LISTEN_BACKLOG 5
#define NET_SERVER_LISTEN_BACKLOG 20
using namespace std;
using boost::asio::ip::tcp;
@@ -96,7 +96,7 @@ ServerAcceptHelper::InternalListen(unsigned serverPort, bool ipv6, bool sctp)
void
ServerAcceptHelper::HandleAccept(boost::shared_ptr<boost::asio::ip::tcp::socket> acceptedSocket,
const boost::system::error_code& error)
const boost::system::error_code &error)
{
if (!error)
{