/// <summary>
        /// Envia mensagens sem conteudo.
        /// </summary>
        /// <param name="connection"></param>
        /// <param name="value"></param>
        public static void Message(NetConnection connection, int value)
        {
            var buffer = WorldNetwork.CreateMessage(4);

            buffer.Write(value);
            WorldNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
        /// <summary>
        /// Envia mensagens sem conteúdo.
        /// </summary>
        /// <param name="index"></param>
        /// <param name="value"></param>
        public static void Message(string hexID, int value)
        {
            var buffer = WorldNetwork.CreateMessage(4);

            buffer.Write(value);
            WorldNetwork.SendDataTo(hexID, buffer, NetDeliveryMethod.ReliableOrdered);
        }
        /// <summary>
        /// Envia o pedido de hexid para o cliente.
        /// </summary>
        /// <param name="index"></param>
        public static void NeedHexID(NetConnection connection)
        {
            var buffer = WorldNetwork.CreateMessage(4);

            buffer.Write((int)PacketList.WorldServer_Client_NeedPlayerHexID);
            WorldNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
        /// <summary>
        /// Envia a alteração de 'GameState'.
        /// </summary>
        /// <param name="index"></param>
        /// <param name="value"></param>
        public static void GameState(string hexID, int value)
        {
            var buffer = WorldNetwork.CreateMessage(8);

            buffer.Write((int)PacketList.ChangeGameState);
            buffer.Write(value);
            WorldNetwork.SendDataTo(hexID, buffer, NetDeliveryMethod.ReliableOrdered);
        }
        /// <summary>
        /// Envia a resposta para o login server se o usuario foi encontrado.
        /// </summary>
        /// <param name="connection"></param>
        /// <param name="value"></param>
        /// <param name="username"></param>
        public static void ConnectedResult(NetConnection connection, bool value, string username)
        {
            var buffer = WorldNetwork.CreateMessage();

            buffer.Write((int)PacketList.LoginServer_WorldServer_IsPlayerConnected);
            buffer.Write(value);
            buffer.Write(username);

            WorldNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
        /// <summary>
        /// Envia os dados do game server para o cliente.
        /// </summary>
        /// <param name="connection"></param>
        /// <param name="hexID"></param>
        public static void GameServerData(NetConnection connection, string hexID)
        {
            var buffer = WorldNetwork.CreateMessage();

            buffer.Write((int)PacketList.WorldServer_Client_GameServerData);
            buffer.Write(hexID);
            buffer.Write(Settings.GameServer[0].GameServerIP);
            buffer.Write(Settings.GameServer[0].GameServerPort);

            WorldNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
        /// <summary>
        /// Envia os dados básico dos personagens.
        /// </summary>
        /// <param name="hexID"></param>
        public static void PreLoad(PlayerData pData)
        {
            var buffer = WorldNetwork.CreateMessage();

            buffer.Write((int)PacketList.WorldServer_Client_CharacterPreLoad);

            for (var n = 0; n < Settings.MAX_CHAR; n++)
            {
                buffer.Write(pData.Character[n].Name);
                buffer.Write(pData.Character[n].Class);
                buffer.Write(pData.Character[n].Sprite);
                buffer.Write(pData.Character[n].Level);
            }

            WorldNetwork.SendDataTo(pData.HexID, buffer, NetDeliveryMethod.ReliableOrdered);
        }