Thunder
#11
(05-13-2015, 07:32 AM)xoft Wrote: The problem is that the PlayerObj is invalid, but not nil, so accessing it will hard-crash the server. The underlying C++ cPlayer object is gone, but the Lua object is still pointing to the memory it used to occupy.

That makes sense. I've never had to deal with this sort of way of handling things. Good to know though. Now I see why a lot of programmers hate implementing multi-threading.
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