using IgniteEngine.Networking;
namespace IgniteEngine
{
///
/// 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;
/* 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
}
}
}