Gamedata query no longer detects a failed query as a crash.
--HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%402330
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@ -111,6 +111,8 @@ void FetcherThread::RunThread( IThreadHandle *pHandle )
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if (socketDescriptor == INVALID_SOCKET)
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{
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fclose(logfile);
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unlink(lock_path);
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return;
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}
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@ -122,12 +124,20 @@ void FetcherThread::RunThread( IThreadHandle *pHandle )
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if (len == 0)
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{
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g_Logger.LogToOpenFile(logfile, "Query Writing failed");
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closesocket(socketDescriptor);
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fclose(logfile);
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unlink(lock_path);
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return;
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}
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if (g_disableGameDataUpdate)
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{
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g_Logger.LogMessage("Skipping GameData Query due to DisableAutoUpdate being set to true");
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closesocket(socketDescriptor);
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fclose(logfile);
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unlink(lock_path);
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return;
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}
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@ -138,7 +148,10 @@ void FetcherThread::RunThread( IThreadHandle *pHandle )
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if (sent == 0)
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{
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g_Logger.LogToOpenFile(logfile, "Failed to send data");
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closesocket(socketDescriptor);
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fclose(logfile);
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unlink(lock_path);
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return;
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}
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@ -146,10 +159,7 @@ void FetcherThread::RunThread( IThreadHandle *pHandle )
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/* And we're done! */
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closesocket(socketDescriptor);
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fclose(logfile);
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// Delete our lock
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unlink(lock_path);
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}
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