diff options
Diffstat (limited to 'source/ClientHandle.h')
-rw-r--r-- | source/ClientHandle.h | 10 |
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; |