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@ -163,15 +163,10 @@ protected:
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NetworkGameSocketHandler(SOCKET s);
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public:
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ClientID client_id; ///< Client identifier
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uint32 last_frame; ///< Last frame we have executed
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uint32 last_frame_server; ///< Last frame the server has executed
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byte lag_test; ///< Byte used for lag-testing the client
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ClientStatus status; ///< Status of this client
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ClientID client_id; ///< Client identifier
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uint32 last_frame; ///< Last frame we have executed
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uint32 last_frame_server; ///< Last frame the server has executed
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CommandQueue incoming_queue; ///< The command-queue awaiting handling
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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
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NetworkRecvStatus CloseConnection(bool error = true);
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virtual NetworkRecvStatus CloseConnection(NetworkRecvStatus status) = 0;
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