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-rw-r--r--source/ClientHandle.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/ClientHandle.h b/source/ClientHandle.h
index 83d0fd9c0..8beecd7e4 100644
--- a/source/ClientHandle.h
+++ b/source/ClientHandle.h
@@ -50,11 +50,10 @@ public:
static const int MAX_VIEW_DISTANCE = 10;
static const int MIN_VIEW_DISTANCE = 4;
- cClientHandle(const cSocket & a_Socket, int a_ViewDistance);
- ~cClientHandle();
+ cClientHandle(const cSocket * a_Socket, int a_ViewDistance);
+ virtual ~cClientHandle();
- cSocket & GetSocket (void) { return m_Socket; }
- const AString & GetIPString(void) const { return m_Socket.GetIPString(); }
+ const AString & GetIPString(void) const { return m_IPString; }
cPlayer* GetPlayer() { return m_Player; } // tolua_export
@@ -169,6 +168,8 @@ private:
int m_ViewDistance; // Number of chunks the player can see in each direction; 4 is the minimum ( http://wiki.vg/Protocol_FAQ#.E2.80.A6all_connecting_clients_spasm_and_jerk_uncontrollably.21 )
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
+
+ AString m_IPString;
int m_ProtocolVersion;
AString m_Username;
@@ -178,7 +179,6 @@ private:
cChunkCoordsList m_LoadedChunks; // Chunks that the player belongs to
cChunkCoordsList m_ChunksToSend; // Chunks that need to be sent to the player (queued because they weren't generated yet or there's not enough time to send them)
- cSocket m_Socket;
cProtocol * m_Protocol;
cCriticalSection m_CSOutgoingData;