When the creation of the window failed, all further messages accidently went
to the ServerApp, instead of being dropped - the window link is now updated correctly in that case. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16750 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -2274,8 +2274,6 @@ BWindow::_InitData(BRect frame, const char* title, window_look look,
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if (fLink->FlushWithReply(code) == B_OK
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if (fLink->FlushWithReply(code) == B_OK
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&& code == B_OK
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&& code == B_OK
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&& fLink->Read<port_id>(&sendPort) == B_OK) {
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&& fLink->Read<port_id>(&sendPort) == B_OK) {
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fLink->SetSenderPort(sendPort);
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// read the frame size and its limits that were really
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// read the frame size and its limits that were really
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// enforced on the server side
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// enforced on the server side
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@@ -2290,6 +2288,9 @@ BWindow::_InitData(BRect frame, const char* title, window_look look,
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} else
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} else
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sendPort = -1;
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sendPort = -1;
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// Redirect our link to the new window connection
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fLink->SetSenderPort(sendPort);
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if (locked)
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if (locked)
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be_app->Unlock();
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be_app->Unlock();
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