02-28-2012, 11:35 PM
Actually I now think the destructor cleared it
m_bDestroyed is set first, but it's done from the SendThread. The tick thread comes along, sees the flag m_bDestroyed is true, and deletes the client.
Thoughts?
Code:
void cClientHandle::Destroy()
{
m_bDestroyed = true;
if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
{
RemoveFromAllChunks();
}
}
m_bDestroyed is set first, but it's done from the SendThread. The tick thread comes along, sees the flag m_bDestroyed is true, and deletes the client.
Thoughts?