Implemented ReliableUtil and composite ByteBuf into ReliableChannelHandler
ReliableChannelHandler automatically replaces outbound message with composite
Removed size prefixing contract from Packet factory
Added ReliableUtil#createHeader to write data and set writer index passed header
Seq should increment and wrap around at 0xFFFF
Added special case for ack < 0 (init first packet)
Added netty packet creation functions to ReliableChannelHandler
Header creation is difficult because I can't mutate existing packets easily -- experimenting
Replaced implementations with ReliableChannelHandler
Removed ReliableInboundHandler and ReliableOutboundHandler
Removed propagation for caught exceptions within ReliableChannelHandler impls
Added Ping to Networking fbs
Created Riiablo.ping long to store current ping in ms
Changed Client draw fps to draw Riiablo.ping below fps
Created Pinger system which manages Riiablo.ping and sending and receiving Ping packets
Riiablo.ping is really more like RTT+frame_time and should be ironed out better
Created issue #77 related to the work done in this commit and deficiencies to be addressed
Removed Deleted component and associated flatbuffers classes
Created Flags component along with added a bitflags field to EntitySync flatbuffers table
It seems plausible more flags will be needed in the future aside from marking an entity as deleted
ItemController interface changed to be an engine-operable interface
Removed ItemController interface from CharData
Changed ItemController#groundToCursor(Item) to #groundToCursor(int) to pick up an item wrapper entity
ItemManager now handles item entity creation/deletion (may change)
ClientItemManager changed to operate upon Riiablo.charData and is for clients
CursorMovementSystem now uses ItemController instead of handling item drop and packeting directly
Item wrapper entity deletion remains unhandled in multiplayer until support for networking entity deletion is added
CharData has been fully replaced with a version that doesn't just wrap a D2S file
Added support for a more event-based action approach with the UI
Event systems still need to be added to engine to perform CharData item operations
Decoupled com.riiablo.Cursor from D2S cursor item management -- defers to Riiablo.charData instance