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-rw-r--r--source/cClientHandle.h11
1 files changed, 3 insertions, 8 deletions
diff --git a/source/cClientHandle.h b/source/cClientHandle.h
index 6b567a88b..3fcfef716 100644
--- a/source/cClientHandle.h
+++ b/source/cClientHandle.h
@@ -98,8 +98,6 @@ public:
void Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL) { Send(&a_Packet, a_Priority); }
void Send(const cPacket * a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL);
- static void SendThread( void *lpParam );
-
const AString & GetUsername(void) const;
inline short GetPing() { return m_Ping; }
@@ -118,20 +116,17 @@ private:
AString m_ReceivedData; // Accumulator for the data received from the socket, waiting to be parsed; accessed from the cSocketThreads' thread only!
- PacketList m_PendingNrmSendPackets;
- PacketList m_PendingLowSendPackets;
+ cCriticalSection m_CSPackets;
+ PacketList m_PendingNrmSendPackets;
+ PacketList m_PendingLowSendPackets;
cCriticalSection m_CSChunkLists;
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)
- cThread * m_pSendThread;
-
cSocket m_Socket;
cCriticalSection m_CriticalSection;
- cCriticalSection m_SendCriticalSection;
- cSemaphore m_Semaphore;
Vector3d m_ConfirmPosition;