   Problems with direct play multithreading
  Hi ~ I am having a very strange problem that seems like it must be happening because of directplay acting asynchronously.  When a client disconnects from my server, the DESTROY_PLAYER message handler removes its data from a vector I keep of all the connected clients.  Afterwards, the vector is the proper size (e.g. 0 when the only client disconnects).  However, in another section of code, I have a loop that goes through that vector, and in THAT function (which pops into my debugger after the destroy player message) the size of the client list is bigger again, but of course the entry that shouldn't be there is invalid, and crashes my program.My question is two fold.  1: Does this sound like a problem because of multi-threading? 2: I am already implementing the ThreadPool interface in an attempt to get directplay to run within my own single thread, exactly as described in the DX9 SDK docs (triple checked).  Is there anything else people have experience with that I can do to stop dplay from launching its own threads?edit: and oh yeah, 3: Is there any way to see in the debugger that multiple threads are or are not running?  My program is not getting any CREATE_THREAD messages, which is the only thing I could think of to check to tell.Thanks for any help~Riley[edited by - rileyriley on February 15, 2004 11:26:30 PM]