This means that the static .lib is no longer required at compile time, but
the .dll is still required at runtime. On Linux, the .so is still
required at both compile time and runtime, because linking works
differently there.
This reads the unknown packet data, just throwing it in a byte
buffer. This allows us to read the rest of the segmenets in
the packet, and fixes parsing.
Note that this still log spams with "wrong size" as we can't
determine the size of the unknown packet ahead of time. This is
easy to fix, but it's not a high priority yet.
Fixes#73
This doesn't work 100% reliably yet, but the world server should now try
to commit your player back to the database if it detects you disconnect.
I also fixed a mistake where the global server state never removed
clients when they errored out. There's now code to remove your actor
from the instance when disconnecting, but this doesn't work reliably yet
either.
This is unfortunately lumped into one big commit, and is very hacky and WIP but
does indeed work! Since the Lobby and World server are two separate servers, it
uses it's own custom IPC packets (reusing the same packet structures as regular
game ones.)
The characters you create in the Lobby server are now saved in the World server,
but this is not yet reflected in the Lobby screen.
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.