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-rw-r--r--source/ClientHandle.h20
1 files changed, 11 insertions, 9 deletions
diff --git a/source/ClientHandle.h b/source/ClientHandle.h
index a9a372186..ec79b3b71 100644
--- a/source/ClientHandle.h
+++ b/source/ClientHandle.h
@@ -69,14 +69,15 @@ public:
// Removes the client from all chunks. Used when switching worlds or destroying the player
void RemoveFromAllChunks(void);
- inline bool IsLoggedIn(void) const { return m_State >= csAuthenticating; }
+ inline bool IsLoggedIn(void) const { return (m_State >= csAuthenticating); }
void Tick(float a_Dt);
- bool IsDestroyed() { return m_bDestroyed; }
- void Destroy();
+ void Destroy(void);
- bool IsPlaying(void) const {return (m_State == csPlaying); }
+ bool IsPlaying (void) const { return (m_State == csPlaying); }
+ bool IsDestroyed (void) const { return (m_State == csDestroyed); }
+ bool IsDestroying(void) const { return (m_State == csDestroying); }
void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType);
void SendBlockChange (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
@@ -124,10 +125,10 @@ public:
const AString & GetUsername(void) const; //tolua_export
void SetUsername( const AString & a_Username ); //tolua_export
- inline short GetPing() const { return m_Ping; } //tolua_export
+ inline short GetPing(void) const { return m_Ping; } //tolua_export
- void SetViewDistance(int a_ViewDistance); //tolua_export
- int GetViewDistance() { return m_ViewDistance; }//tolua_export
+ void SetViewDistance(int a_ViewDistance); // tolua_export
+ int GetViewDistance(void) const { return m_ViewDistance; } // tolua_export
int GetUniqueID() const { return m_UniqueID; } //tolua_export
@@ -199,7 +200,6 @@ private:
Vector3d m_ConfirmPosition;
- bool m_bDestroyed;
cPlayer * m_Player;
bool m_bKicking;
@@ -230,8 +230,10 @@ private:
csDownloadingWorld, // The client is waiting for chunks, we're waiting for the loader to provide and send them
csConfirmingPos, // The client has been sent the position packet, waiting for them to repeat the position back
csPlaying, // Normal gameplay
+ csDestroying, // The client is being destroyed, don't queue any more packets / don't add to chunks
+ csDestroyed, // The client has been destroyed, the destructor is to be called from the owner thread
- // TODO: Add Kicking and Destroyed here as well
+ // TODO: Add Kicking here as well
} ;
eState m_State;