| 165 | |
| 166 | |
| 167 | void cServer::PlayerCreated(const cPlayer * a_Player) |
| 168 | { |
| 169 | UNUSED(a_Player); |
| 170 | // To avoid deadlocks, the player count is not handled directly, but rather posted onto the tick thread |
| 171 | cCSLock Lock(m_CSPlayerCountDiff); |
| 172 | m_PlayerCountDiff += 1; |
| 173 | } |
| 174 | |
| 175 | |
| 176 |