forked from mirror/OpenTTD
(svn r2807) Fix two major bugs in the threaded save code:
- Do not dereference a local variable which no longer exists; this lead to random crashes when saving - (Win32) Do not close a handle before it is used last There are still many major problems (race conditions and resulting memory corruption/crashes) left
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@@ -1292,7 +1292,6 @@ static bool SaveFileToDisk(void *ptr)
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fclose(_sl.fh);
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SaveFileDone();
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if (*(bool*)ptr) CloseOTTDThread();
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return true;
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}
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@@ -1364,7 +1363,6 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode)
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/* General tactic is to first save the game to memory, then use an available writer
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* to write it to file, either in threaded mode if possible, or single-threaded */
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if (mode == SL_SAVE) { /* SAVE game */
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bool threaded = true;
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fmt = GetSavegameFormat("memory"); // write to memory
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_sl.write_bytes = fmt->writer;
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@@ -1381,10 +1379,9 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode)
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SlWriteFill(); // flush the save buffer
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/* Write to file */
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if (_network_server || !CreateOTTDThread(&SaveFileToDisk, &threaded)) {
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if (_network_server || !CreateOTTDThread(&SaveFileToDisk, NULL)) {
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DEBUG(misc, 1) ("cannot create savegame thread, reverting to single-threaded mode...");
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threaded = false;
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SaveFileToDisk(&threaded);
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SaveFileToDisk(NULL);
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}
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} else { /* LOAD game */
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