As a side note, I've seen that happen a few times myself; but even with retry. It'll give a no private data error and then segfault when it calls reconnect.
-omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: August 15, 2003 1:47 PM To: '[EMAIL PROTECTED]' The only real difference between the two is that retry will reauthenticate the users whereas reconnect skips this process and goes straight to putting the client in the server (and it only works on clients that have already been authenticated). Where is m_pEdict comming from? You are getting that error because the edict pointer it outside of the in memory list of entities. - Alfred James Couzens wrote: > does not > > > 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 _______________________________________________ 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

