Packets now parse themselves from a cByteBuffer object (1st part of packeting rewrite, http://forum.mc-server.org/showthread.php?tid=524 )
git-svn-id: http://mc-server.googlecode.com/svn/trunk@744 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -39,6 +39,7 @@
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#include "packets/cPacket_WindowClose.h"
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#include "packets/cPacket_UpdateSign.h"
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#include "packets/cPacket_Ping.h"
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#include "ByteBuffer.h"
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@@ -100,6 +101,8 @@ public:
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bool IsPlaying(void) const {return (m_State == csPlaying); }
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void Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL);
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void SendDisconnect(const AString & a_Reason);
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const AString & GetUsername(void) const; //tolua_export
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@@ -122,11 +125,11 @@ private:
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static const int GENERATEDISTANCE = 2; // Server generates this many chunks AHEAD of player sight. 2 is the minimum, since foliage is generated 1 step behind chunk terrain generation
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int m_ProtocolVersion;
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int m_ProtocolVersion;
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AString m_Username;
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AString m_Password;
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AString m_ReceivedData; // Accumulator for the data received from the socket, waiting to be parsed; accessed from the cSocketThreads' thread only!
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cByteBuffer m_ReceivedData; // Accumulator for the data received from the socket, waiting to be parsed; accessed from the cSocketThreads' thread only!
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cCriticalSection m_CSPackets;
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PacketList m_PendingNrmSendPackets;
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