- removed protocol.Event: CNPeers now send protocol.PacketEvents
- peer uData is held in CNPeer, use SetUserData() and UserData() to
set/read it
- Service.PacketHandler calback has changed, removed uData:
switched calls to peer.SetUserData() and peer.UserData() where appropriate
- service.Service lots of tidying up, removed dependence on old
protocol.Event.
- service.Service && protocol.CNPeer now accept a cancelable context.
hooray graceful shutdowns and unit tests!
- general cleanup
started out as me making a service abstraction..
- db.Player exists again, and entity.Player uses it as an embedded struct
- chunk.ForEachEntity() lets you add/remove entities during iteration now
- removed account related fields from CNPeer
- protocol/pool has been merged with protocol.
use protocol.GetBuffer() and protocol.PutBuffer().
- new protocol/internal/service!
service.Service is an abstraction layer to handle multiple CNPeer*
connections and allows you to associate each with an interface{} uData.
In the future it might also handle a task queue for jobs that
modify/interact with the player's uData, called from service.handleEvents()
- PacketHandler callback type has a new param! uData is passed as well now
- much of loginserver/shardserver is now handled by the shared service
abstraction
- SHARD: NPC_ENTER packets are now sent on player loading complete
rather than on enter.