List clients; // Client * -> NULL map with all connected clients
pthread_rwlock_t players_rwlck; // lock to protect player list
List players; // char * -> Client * map with clients that have finished auth
- struct {
- u32 simulation_distance; // perimeter of the cube that players can see blocks in is simulation_distance * 2 + 1
- } config; // configuration, ToDo: read from config file
} Server;
typedef struct Client