[mr2980] Finally fix "Mobs are chasing the player too long", close #1375
[mr2891] Use R2 StateMgr instead of MGen
[mr2982] Some movement packet fixes, taking into account client/server connection lag

Picked from TC, where ported from http://sourceforge.net/p/ascentemubackup/code/1637/

Tested, works fine.
[mr2893] Load guild bank's data not on core start, but only on demand

* Significantly speeds up the core start on large servers.
* Used much memory as need (the bank data loads when first guild player clicks on it, and unloads when last guild player out of the game).

This code works about 3 years w/o problems.
Fix compile, close #1409

Add to R2 MovementInfo::GetTime() function
Forgotten WorldSession.cpp in mr2983
[mr2984] Use Sql Statements in groups code and small code style
[mr2985] Group: extends requests about member role
[mr2986] Group: auto change group leader for suitable group member when leader gone

Fix situations, when raid in dungeon, set master loot, and leader gone for some reason.
Now after waiting to reconnecting leader, lead goes to another group member.
[mr2987] Mitigate DoS attacks to authserver

Mitigate DoS attacks to authserver like "Wow Auth Flooder.exe" by allowing a finite number of AUTH_LOGON_CHALLEGE packets in a row from same socket, 3 sounds like a reasonable limit.

Picked from TC, author jackpoz.
SD2 update
[mr2988] use ACE_Atomic_Op values instead of volatile in some WorldThread related variables. Possible solve part of false-freezes (need test). picked from TC, original author jackpos
[mr2989] add lock in WorldSocket, picked from TC, original author jackpos. testing, must solve crushes in WorldSocket::wait
[mr2990] Increment the reference count of m_task in Thread::start() before spawning the actual Thread that will execute the task, otherwise the thread might finish, decRef the task and delete it. picked from TC, original author jackpos. need test
[12563] Get rid of bounding radius in GetNearPoint[2D] and ObjectPosSelector

This changes how ObjectPosSelector is used.
It changes the way how the functions Object::GetNearPoint and Object::GetNearPoint2d behave.

So you need to check all places where these functions are used if they are still used correctly.

Especially check your scripts!
[12564] Improve ObjectPosSelector

Now a spot already occupied by the searcher will be prefered
SD2 update
small safety to CheckCast()
Merge branch 'master' into testing
remove group from ObjectMgr immediately after disband