Fixed cClientHandle::Tick() being called from two threads.

When the player was initialized, the Tick() function continued to stream chunk, while the cWorld called Tick() from its tick thread.
Final fix for #187.
This commit is contained in:
madmaxoft
2013-12-16 10:41:51 +01:00
parent e024278b02
commit f521cbeb31
5 changed files with 48 additions and 31 deletions
+4
View File
@@ -79,7 +79,11 @@ public:
inline bool IsLoggedIn(void) const { return (m_State >= csAuthenticating); }
/// Called while the client is being ticked from the world via its cPlayer object
void Tick(float a_Dt);
/// Called while the client is being ticked from the cServer object
void ServerTick(float a_Dt);
void Destroy(void);