Botman,

Yes, all actions happen through a single thread.  And as I mentioned, if the
client uses "retry" everything is fine.  100% of the time, when a client
uses "reconnect" instead.  The problem is definately related to the thread
however.  Just strange how retry would not cause a problem and reconnect
would.

If anyone does happen to know (*cough* alfred *cough) the difference between
reconnect and retry it would be nice to at least understand why 'reconnect'
will poop when using threads.

James


----- Original Message -----
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, August 15, 2003 5:44 AM
Subject: Re: [hlcoders] client 'reconnect' results in segfault, 'retry' does
not


> > Keeping in mind I am using threads, and doing a few other non-standard
> > things.  I am locking mutex appropriately, and as I said, when users use
> > retry all is fine.
>
> You're not calling any Half-Life engine functions inside your threads are
> you?
>
> If you are, that could account for the crashing problem.  The Half-Life
> engine does not support threads and is not thread safe.  If you are doing
> engine accesses and you still want to use threads, make sure ALL engine
> accesses occur from within a single thread.
>
> Jeffrey "botman" Broome
>
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