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8 commits

Author SHA1 Message Date
3140dad378 Remove leftover bits of debugging logging 2025-03-16 18:35:11 -04:00
f5d75301b2 Re-organize the IPC structures so they live in their own server-specific module
My old setup of throwing *all* of the IPC types and opcodes into *one* enum was
becoming unbearable. Now that we have multiple things using the same opcodes
(because they can overlap) I think it's time to repay this technical debt.

This overhauls the structure of the project to move IPC structs into their own
modules, and separate the opcode data/lists into separate ones depending on if
it's clientbound and serverbound.

Nothing has changed functionall, but this is going to make it way easier to add
more IPC in the future.
2025-03-16 17:43:29 -04:00
23050e7b95 Move more structs out of the root src/ folder and into their respective server 2025-03-16 15:39:44 -04:00
053730017f Remove unused code & imports 2025-03-16 14:50:40 -04:00
0bf4cd1264 Create CharacterMode enum 2025-03-16 14:13:26 -04:00
3bbf345cd6 Run Clippy auto-fix 2025-03-16 14:09:12 -04:00
51f6ad6744 Grab bag of various fixes
I have unsuccessfully tried to spawn another actor, the game recieves it (and
adds it to the object table) but they are marked invisible. Besises, this also
contains various field improvements and initial support for social lists.
2025-03-16 14:07:56 -04:00
f372f3173d Create dedicated Connection implementations to handle future server work
The current situation of throw-every-piece-of-logic-into-one-file for each
server isn't working out. So now there is a new ZoneConnection/LobbyConnection
struct that will be delegating tasks to their own Handlers (for example, there
could be a ChatHandler.)

I'm not sure how well this architecture will scale, but it's better than what
we have right now.
2025-03-15 20:38:10 -04:00