Should I use Player.IsActive[] check in async functions?

Should I use IsActive check in async functions when there is possibility player could leave and it’s used later with few devices,

Teleporter.Teleport(Player), ClassSelector.ChangeTeam(Player) etc…

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You don’t need to, since those devices shouldn’t crash upon passed an unvalid player, but it might help increase performance and memory if you use it to abort a running loop that’s not needed if the player left for example

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Oh yea I always run player loops + OnPlayerLeftEvent with race so they end when player leaves.

I was just wondering if anything could go wrong if I use invalid player with devices or if I call Hide(), SetHealth()… on invalid FortCharacter.

I also never experienced any problem so it should be fine. Thanks for input.

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You should generally be fine @Dr.Joske HOWEVER THERE IS ONE MAJOR EXCEPTION, Verse persistence data if you try to edit/affect the weak_map in any way of a player who has left, it will crash verse completely

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Yep, I always have IsActive check when accesing or updating persistent data.

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