I don't think this is the right kind of invisibility, but it's more of a test of
ActorControlSelf really. I have also been trying (and failing) to make the
client show another player.
Now the world isn't hardcoded to Gilgamesh, and is configurable. It's also now
the "Dev" server listed in the excel sheet which makes a more sensible default.
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.
This doesn't really fix anything functionally, but makes the Character window
look nicer. The same (currently unchangable) data is now reflected in the lobby.
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.
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.
It's a hack and only really works going from New -> Old Gridania, but this does
work! It also means Kawari now actually requires a valid game installation,
since it has to read layer group information.
I apparently had a few fields missing here. Also just some general clean up,
make it the same looking character in both the Lobby and World server. I also
chose Gridania as the test zone.
This is useful in some territories where you might not spawn in the correct
position. It currently locks up movement afterwards, but it's still useful.