Lets try this again...
Collection<ServerWorld> getWorlds();
/**
- * Gets the default loaded {@link WorldProperties} or {@link Optional#empty()} if none has been loaded.
+ * Gets the default loaded {@link ServerWorldProperties} or {@link Optional#empty()} if none has been loaded.
*
* <p>It is up to the implementation to determine when and if a default is loaded.</p>
*
}
/**
- * Creates a new {@link WorldProperties} from the given
+ * Creates a new {@link ServerWorldProperties} from the given
* {@link WorldArchetype}. For the creation of the {@link WorldArchetype} please see {@link WorldArchetype.Builder}.
*
* <p>It is up to the implementation to define an {@link Optional#empty()} result.</p>
* <p>The returned properties should be considered "virtual" as it will not exist on the disk nor will the manager consider it "offline data".
*
* To write it to the default storage container, use one of the following methods:
- * <ul> <li>{@link #loadWorld(WorldProperties)}</li> <li>{@link #saveProperties(WorldProperties)}</li> </ul>
+ * <ul> <li>{@link #loadWorld(ServerWorldProperties)}</li> <li>{@link #saveProperties(ServerWorldProperties)}</li> </ul>
* </p>
*
* @param key The key
* @param properties The properties of the world to load
* @return The world
*/
- CompletableFuture<ServerWorld> loadWorld(WorldProperties properties);
+ CompletableFuture<ServerWorld> loadWorld(ServerWorldProperties properties);
/**
* Unloads the {@link ServerWorld} registered to the {@link ResourceKey key}.
CompletableFuture<Boolean> unloadWorld(ServerWorld world);
/**
- * Gets the {@link WorldProperties} by it's {@link ResourceKey key}. If a world with the given
+ * Gets the {@link ServerWorldProperties} by it's {@link ResourceKey key}. If a world with the given
* name is loaded then this is equivalent to calling {@link ServerWorld#getProperties()}.
*
* However, if no loaded world is found then an attempt will be made to match to a known unloaded world.
* @param properties The world properties to save
* @return True if the save was successful, can fail exceptionally
*/
- CompletableFuture<Boolean> saveProperties(WorldProperties properties);
+ CompletableFuture<Boolean> saveProperties(ServerWorldProperties properties);
/**
- * Copies a {@link WorldProperties properties} under the provided {@link ResourceKey key}.
+ * Copies a {@link ServerWorldProperties properties} under the provided {@link ResourceKey key}.
*
* <p>If the world is already loaded then the following will occur:</p>
*
* </ul>
*
* <p>It is left up to the implementation on exactly what is copied. The properties returned will not
- * represent a live world, it is recommended to call {@link WorldManager#loadWorld(WorldProperties)}
+ * represent a live world, it is recommended to call {@link WorldManager#loadWorld(ServerWorldProperties)}
* if desired.</p>
*
* @param key The key
CompletableFuture<ServerWorldProperties> copyWorld(ResourceKey key, ResourceKey copyKey);
/**
- * Moves a {@link WorldProperties properties}.
+ * Moves a {@link ServerWorldProperties properties}.
*
* <p>If the world is loaded, the following will occur:</p>
*
CompletableFuture<ServerWorldProperties> moveWorld(ResourceKey key, ResourceKey movedKey);
/**
- * Deletes a {@link WorldProperties properties} by it's {@link ResourceKey key}.
+ * Deletes a {@link ServerWorldProperties properties} by it's {@link ResourceKey key}.
*
* <p>If the world is loaded, the following will occur:</p>
*
