Only start WorldSaving in server-mode.
Signed-off-by: Chris Sanders <zidane@outlook.com>
WorldSaving/World unloads now in server-mode.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Change how the client handles the world and player

- Server sends a worldChanged to the Client
- Client constructs new SpoutClientWorld, deserializes datatable
- Server sends AddEntityMessage
- Client adds new entity to its' world, creates a new SpoutClientPlayer if
  the player joining the world is the client player. There is only one
  entity that has the -1 ID and that is the client player
- Override a few methods in SpoutClientWorld, throw
  UnsupportedOperationExceptions to let us see what the client is trying
  to do when it shouldn't.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Make connecting to a server the first thing the client does

Signed-off-by: Jack Huey kitskub@gmail.com
Separate SpoutWorld into SpoutWorld and SpoutServerWorld

Move some stuff from SpoutEngine to SpoutServer

Signed-off-by: Jack Huey kitskub@gmail.com
More separation of server from engine

Client starts
Working on protocol
Fix my session pulsing error from last PR

Fix tp command
Fix the variable naming in LoginMessage to reflect what it actually is
Changed NOTSPAWNEDID to be -999 because -1 was/is being used as a player id (this needs polishing)
Refactored start(boolean) in SpoutEngine to just start()

Signed-off-by: Jack Huey kitskub@gmail.com
Add fallback worlds
Add fallback input
Cleanup
Fix NPE in EntityTransformMessageHandler
Update for API changes

Separate Session and NetworkSynchronizer
Signed-off-by: Jack Huey kitskub@gmail.com
Begin cleaning up protocol

Update for API changes

Signed-off-by: Jack Huey kitskub@gmail.com
Only start WorldSaving in server-mode.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Add fallback worlds
Add fallback input
Cleanup
Fix NPE in EntityTransformMessageHandler
Make connecting to a server the first thing the client does

Signed-off-by: Jack Huey kitskub@gmail.com
Separate SpoutWorld into SpoutWorld and SpoutServerWorld

Move some stuff from SpoutEngine to SpoutServer

Signed-off-by: Jack Huey kitskub@gmail.com
More separation of server from engine

Client starts
Working on protocol
Add fallback worlds
Add fallback input
Cleanup
Fix NPE in EntityTransformMessageHandler
Remove all mesh generation from SpoutRegion.

This will be done completely different in a sane client situation. Needed
to start fresh.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Fix rebase error