Search:

Type: Posts; User: KevinWorkman

Search: Search took 0.10 seconds.

  1. Re: Best way avoiding ConcurrentModifications

    I'm not really sure why you think that means a more direct approach won't work. Just put the time addition code in the check for whether a player has been killed. No need for convoluted threading.
  2. Re: Best way avoiding ConcurrentModifications

    This seems like a really roundabout way to accomplish your goal. Why don't you just record the player's start time and then figure out the remaining time from that?

    //init
    long startTime =...
Results 1 to 2 of 2