@@ -422,7 +422,14 @@ static NetworkClientSocket *NetworkAlloc
// Close a connection
void NetworkCloseClient(NetworkClientSocket *cs)
{
assert(cs->sock != INVALID_SOCKET);
/*
* Sending a message just before leaving the game calls cs->Send_Packets.
* This might invoke this function, which means that when we close the
* connection after cs->Send_Packets we will close an already closed
* connection. This handles that case gracefully without having to make
* that code any more complex or more aware of the validity of the socket.
*/
if (cs->sock == INVALID_SOCKET) return;
DEBUG(net, 1, "Closed client connection %d", cs->client_id);
Status change: