fix: address three threading issues that could cause intermittent OOS#384
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fix: address three threading issues that could cause intermittent OOS#384
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1. Replace piecemeal pendingCommands access with atomic takePendingCommands() snapshot, guarded by pendingCommandsMutex (shared with the client's networkCommandListThreadAccessor), eliminating a TOCTOU race between the network receive thread and the game-loop thread. 2. Replace static-local alreadyInLagCheck with a ServerInterface member variable inLagCheck, so the reentrancy guard is per-instance and is properly reset on construction. 3. Wrap the requestedCommands drain loop in updateKeyframe() with serverSynchAccessor, which already guards requestCommand() writes. Overflow count is captured inside the lock and the warning broadcast is sent after releasing it to avoid potential deadlock. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Replace piecemeal pendingCommands access with atomic takePendingCommands() snapshot, guarded by pendingCommandsMutex (shared with the client's networkCommandListThreadAccessor), eliminating a TOCTOU race between the network receive thread and the game-loop thread.
Replace static-local alreadyInLagCheck with a ServerInterface member variable inLagCheck, so the reentrancy guard is per-instance and is properly reset on construction.
Wrap the requestedCommands drain loop in updateKeyframe() with serverSynchAccessor, which already guards requestCommand() writes. Overflow count is captured inside the lock and the warning broadcast is sent after releasing it to avoid potential deadlock.