Hi, the patch-cache of the property tree is not designed for node-deleting. But the multiplayer code deletes nodes deletes nodes very often. If you access such nodes by name, which is necessary to acces multiplayer-nodes (you can not store a pointer, tho node could be deleted meanwhile), you often get a pointer to a already deleted node. As a result, aerotowing often fails, if one player was removed from the multiplayer list for a short time. As an ugly fix, you can switch off the path cache and aerotow works as expected. As a solution I think of a vector of path caches at every node, which stores all path caches, if they are pointing to this node. If a node is removed, all linked path caches get this information and the link can be deleted. This must be done for all child-nodes, too. (one question: which member of SGPropertyNode is called if a node is removed from the tree?)
Maik ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel