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Use Zone memory functions for sending compressed saves
Fixes an issue where `SF_RAM` meant `free()` was being called on Zone memory produced by `P_SaveBufferAlloc`
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parent
aa4fd8ab13
commit
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1 changed files with 3 additions and 3 deletions
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@ -1166,7 +1166,7 @@ static void SV_SendSaveGame(INT32 node, boolean resending)
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// Allocate space for compressed save: one byte fewer than for the
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// Allocate space for compressed save: one byte fewer than for the
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// uncompressed data to ensure that the compression is worthwhile.
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// uncompressed data to ensure that the compression is worthwhile.
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compressedsave = malloc(length - 1);
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compressedsave = Z_Malloc(length - 1, PU_STATIC, NULL);
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if (!compressedsave)
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if (!compressedsave)
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{
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{
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CONS_Alert(CONS_ERROR, M_GetText("No more free memory for savegame\n"));
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CONS_Alert(CONS_ERROR, M_GetText("No more free memory for savegame\n"));
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@ -1187,14 +1187,14 @@ static void SV_SendSaveGame(INT32 node, boolean resending)
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else
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else
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{
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{
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// Compression failed to make it smaller; send original
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// Compression failed to make it smaller; send original
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free(compressedsave);
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Z_Free(compressedsave);
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// State that we're not compressed
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// State that we're not compressed
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buffertosend = save.buffer;
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buffertosend = save.buffer;
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WRITEUINT32(save.buffer, 0);
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WRITEUINT32(save.buffer, 0);
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}
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}
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AddRamToSendQueue(node, buffertosend, length, SF_RAM, 0);
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AddRamToSendQueue(node, buffertosend, length, SF_Z_RAM, 0);
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// Remember when we started sending the savegame so we can handle timeouts
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// Remember when we started sending the savegame so we can handle timeouts
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sendingsavegame[node] = true;
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sendingsavegame[node] = true;
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