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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders