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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-08-17 12:18:07 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-08-17 12:18:07 +0200
commit70a4ca5bc196676e8926028b2187fe7bd2874d42 (patch)
tree38056355c35459c35802f93eca974a20a07d4623 /source/cClientHandle.h
parentMCServer should run just fine on Android now :D (diff)
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Diffstat (limited to '')
-rw-r--r--source/cClientHandle.h7
1 files changed, 5 insertions, 2 deletions
diff --git a/source/cClientHandle.h b/source/cClientHandle.h
index 790bcc5b2..aee835337 100644
--- a/source/cClientHandle.h
+++ b/source/cClientHandle.h
@@ -39,6 +39,7 @@
#include "packets/cPacket_WindowClose.h"
#include "packets/cPacket_UpdateSign.h"
#include "packets/cPacket_Ping.h"
+#include "ByteBuffer.h"
@@ -100,6 +101,8 @@ public:
bool IsPlaying(void) const {return (m_State == csPlaying); }
void Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL);
+
+ void SendDisconnect(const AString & a_Reason);
const AString & GetUsername(void) const; //tolua_export
@@ -122,11 +125,11 @@ private:
static const int GENERATEDISTANCE = 2; // Server generates this many chunks AHEAD of player sight. 2 is the minimum, since foliage is generated 1 step behind chunk terrain generation
- int m_ProtocolVersion;
+ int m_ProtocolVersion;
AString m_Username;
AString m_Password;
- AString m_ReceivedData; // Accumulator for the data received from the socket, waiting to be parsed; accessed from the cSocketThreads' thread only!
+ cByteBuffer m_ReceivedData; // Accumulator for the data received from the socket, waiting to be parsed; accessed from the cSocketThreads' thread only!
cCriticalSection m_CSPackets;
PacketList m_PendingNrmSendPackets;