@@ -64,13 +64,13 @@ public:
byte lag_test; ///< Byte used for lag-testing the client
byte last_token; ///< The last random token we did send to verify the client is listening
uint32 last_token_frame; ///< The last frame we received the right token
ClientStatus status; ///< Status of this client
CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
int receive_limit; ///< Amount of bytes that we can receive at this moment
size_t receive_limit; ///< Amount of bytes that we can receive at this moment
struct PacketWriter *savegame; ///< Writer used to write the savegame.
NetworkAddress client_address; ///< IP-address of the client (so he can be banned)
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();