using DFEngine.Network; namespace DFEngine.Server { /// /// Class that represents an available world that /// players can join. /// public class World { /// /// This is the world's network connection. It allows us to send data /// to the world for things like transfers and such. /// public NetworkConnection Connection { get; set; } /// /// The IP of the world. Players connect to this IP Address. /// public string IP { get; set; } /// /// The name of the world. /// public string Name { get; set; } /// /// The world's number. /// public byte Number { get; set; } /// /// The port of the world. Players connect to this port. /// public ushort Port { get; set; } /// /// The world's current status. /// public byte Status { get; set; } /// /// Creates a new instance of the class. /// public World(NetworkConnection connection, string name, byte number, string ip, ushort port) { Connection = connection; Name = name; Number = number; IP = ip; Port = port; // TODO /* Because this is an emulator, we're not really concerned about the status of a world server. Can be re-evaluated after some testing has been done concerning stress. */ Status = 0x06; // Low } } }