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#pragma once
class cSocket;
class cSemaphore;
class cEvent;
class Game;
class cPacket;
class cChunk;
class cPlayer;
class cRedstone;
class cClientHandle // tolua_export
{ // tolua_export
public:
enum ENUM_PRIORITY
{
E_PRIORITY_LOW,
E_PRIORITY_NORMAL
};
cClientHandle(const cSocket & a_Socket);
~cClientHandle();
static const int VIEWDISTANCE = 17;
const cSocket & GetSocket();
cPlayer* GetPlayer() { return m_Player; } // tolua_export
void Kick( const char* a_Reason ); //tolua_export
void AddPacket( cPacket * a_Packet );
void HandlePendingPackets();
void StreamChunks();
void StreamChunksSmart( cChunk** a_Chunks, unsigned int a_NumChunks );
inline void SetLoggedIn( bool a_bLoggedIn ) { m_bLoggedIn = a_bLoggedIn; }
inline bool IsLoggedIn() { return m_bLoggedIn; }
void Tick(float a_Dt);
bool IsDestroyed() { return m_bDestroyed; }
void Destroy();
cChunk* m_LoadedChunks[VIEWDISTANCE*VIEWDISTANCE];
void Send( const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL );
static void SendThread( void *lpParam );
static void ReceiveThread( void *lpParam );
static void AuthenticateThread( void* a_Param );
const char* GetUsername();
private:
void HandlePacket( cPacket* a_Packet );
void RemovePacket( cPacket * a_Packet );
void SendLoginResponse();
struct sClientHandleState;
sClientHandleState* m_pState;
bool m_bDestroyed;
cPlayer* m_Player;
bool m_bKicking;
float m_TimeLastPacket;
bool m_bLoggedIn;
bool m_bSendLoginResponse;
bool m_bKeepThreadGoing;
}; // tolua_export
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