public void UpdateWorld(float DeltaTime) { //Poll User Input from the server window ProcessInput(ApplicationWindow.Focused, DeltaTime); //Manage all client connections and their player characters ConnectionManager.CheckClients(DeltaTime); ConnectionManager.CleanDeadClients(World); ConnectionManager.AddNewClients(World); ConnectionManager.UpdateClientPositions(World); ConnectionManager.RespawnDeadPlayers(World); //Track current inhabitants of the PVP Battle Arena, then process the players PVP attacks List <CharacterData> InGameCharacters = ClientSubsetFinder.GetInGameCharacters(); PVPBattleArena.UpdateArenaInhabitants(InGameCharacters); PVPBattleArena.AlertTravellers(); ConnectionManager.PerformPlayerAttacks(World); //Update the packet queue, transmitting all messages to the client connections PacketQueue.UpdateQueue(DeltaTime, TransmitPackets); //Update the physics simulation World.Timestep(DeltaTime, ThreadDispatcher); TimeSamples.RecordFrame(World); }