flawed. Firstly, when player_kill_idle() ran before the player thread could react to being aborted by update or shutdown, player_kill_idle() incorrectly diagnosed it as hung. Secondly, terminating hung threads leaks resources and can leave a stale play_lock behind. It could perhaps even corrupt game state. It might salvage some scenarios, but makes others worse. Not worth it. |
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.. | ||
.cvsignore | ||
idle.c | ||
lostitem.c | ||
main.c | ||
marketup.c | ||
shutdown.c | ||
update.c |