Instead of the server dropping them immediately, the server only drops the processing. This allows it to broadcast/send the packet to the correct client without the server processing it.
Fixed how "static" level objects were detected. The old way was error prone and would consider spawned objects to be static anyway.
Made ERROR_LOGs always show up, "disabling" logging only turns off INFO_LOGs now.
Increased error checking of get_behavior_from_id
Made failure logging for packet_object a lot better
Changed debug logging to show global index instead of "Server/Client"
Changed debug keyboard binds to support more keyboard types
Made SyncObject's rxEventId de-duplication per-player instead of one-player
Removed sizeof(enum) from packet_read/packet_write
In preparation for other forms of communication, I have abstracted all
of the socket code (which needs direct connections) behind a struct
whose calls can be swapped out for other systems if desired.
Should be snappier and less prone to crashes. I tested as many scenarios
as I could think of and it has been rock solid. But time will tell.
Also created a new debug log system, just so I could understand what the
hell was going on with this code.