Half the handlers were still answering with a bare 0 or -1 even though the whole
retcode table is generated. Values on the wire are unchanged, they just read
properly now.
Same for the item hint reasons. ActionReasonType is a generated enum and we were
redeclaring six of its members as private consts in four different files.
KCP gameserver with packet dispatch, scene streaming, combat, gacha and the
shop, plus a small HTTP server for the login flow and the wish history page.
Game data under assets is pulled out of the client instead of being typed by
hand. The excel tables come from the packed bin container and the spawn points
from the compiled scene scripts.