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.
- our db_test tests now use psql version 15 (which is the same
version our docker-compose file uses) for consistency.
- also added another test, TestDBPlayer
- added Chunk.ForEachEntity()
- refactored SendPacketExclude() to use it
- Chunk.Entities is now Chunk.entities, which is private.
- Chunk.AddEntity() && RemoveEntity() now lock the chunk mutex