using Cyber.Entities.SyncBases;
namespace Cyber.Networking.Serverside {
///
/// Represents a player on the server. This class is used by the server.
/// The S stands for "Server".
///
class SConnectedPlayer {
///
/// The player's connection ID.
///
public readonly int ConnectionID;
///
/// The player's controlled character
///
public Character Character;
///
/// Create a connected player and give it a connection ID;
///
/// The player's connection ID
public SConnectedPlayer(int connectionID) {
ConnectionID = connectionID;
}
}
}