In an attempt to track down an issue that causes packet flooding and
hanging, I've looked at every step of the networking process and tried
to clean up anything strange I saw.
Now level changes and area changes are separated. Entity deletions are
properly tracked on level change or area change. Late entity
synchronization is now triggered on any area change.
Removed (slightly) old coin and static ent removal system
Resynchronized respawners
Added packet for macro deletions
better than previous system since the entities don't need a sync id and we can synchronize deletion station across areas
allows the synchronization of odd entities like lines of coins
Added packet for spawn info deletions
Split packet_location_request into multiple files
Changed synchronizing text to be more descriptive
Added 'player connected', 'player disconnected', 'network shutdown' chat messages
Prevented someone from joining through Discord while in another lobby
Added the distinction of sending a packet to all vs to a specific player
Enforced lobby size of 2, multiple joiners in a direct connection will be booted
Stored network destination for each player
Detected network drops