bytelast_token;///< The last random token we did send to verify the client is listening
uint32_tlast_token_frame;///< The last frame we received the right token
ClientStatusstatus;///< Status of this client
CommandQueueoutgoing_queue;///< The command-queue awaiting delivery
std::vector<CommandPacket>outgoing_queue;///< The command-queue awaiting delivery; conceptually more a bucket to gather commands in, after which the whole bucket is sent to the client.
size_treceive_limit;///< Amount of bytes that we can receive at this moment
std::shared_ptr<structPacketWriter>savegame;///< Writer used to write the savegame.