D2GS clients are now indexed using a fixed-size array
Connecting clients will now use the first available slot
Disconnecting clients will now have their corresponding entity deleted
Shutting down server will now wait for client threads to end
Removed separate iteration method for broadcast packets -- I don't think this distinction is necessary
Refactored AtomicBoolean with volatile boolean
Debug logging has been significantly been improved to indicate clients / packet types / remote addresses
Disconnecting clients will now have a corresponding disconnect packet
Changing a players items will result in the change also appearing on other players' instances
Added MSI (master slave instancer) to create child D2GS processes
This is intended to act as a temp structure for testing until support for actual servers are added where an API can generate proper instances