I replaced the normal m_apPlayer iteration with std::vector and I'm adding players (ids)to the vector whenever a player is constructed and removing the player when he's destroyed, dunno whether that adds any performance improvements or rather none
20:47
I seem to be getting invalid ids in that vector
20:49
hm, ok, might be something different there ._.. wrong vector
20:54
basically even tho the client is not yet known by the controller, is can be dropped, but if it's not known, then there shouldn't exist any CPlayer object yet?