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; } } }