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feat(chat): the chat server handles guilds
Connects GuildManager to the chat server (ChatGuilds): the client's GUILD_INVITE, GUILD_INVITE_RESPONSE, GUILD_LEAVE and GUILD_GET_ALL (routed through its world), the worlds' GUILD_CREATE, GUILD_KICK, GUILD_SET_RANK and GUILD_DISBAND, guild chat (GENERAL_CHAT_MESSAGE in channel 10, sent to the online members as channel 10 private chat, which the client's guild tab shows, and logged as "guild"), guildmates told when a member logs in, out or changes worlds, and a member's pending invite dropped when they log off. Client packets go through the member's world as WorldRoutePacket; GUILD_GET_STATUS goes to the world itself. Guild names: the chat filter's deny list refuses a name (dChatFilter::HasDenyList, since without a deny list the deny check refuses everything); a name the allow list doesn't cover waits for moderation, as pet names do. The dashboard's new player action GUILD_CHANGED goes from master to the chat server only (answered 1 when chat is connected), which catches online members up. chatconfig.ini: guild_max_members (100) and guild_invite_timeout (600 seconds). Check in game: nothing yet on its own (the world side makes guilds reachable). Server log: the chat server starts and logs no unhandled guild packets. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -36,6 +36,7 @@ enum class ePlayerAction : uint8_t {
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MISSION_ACCEPT, // as /addmission (prerequisites are skipped)
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RELOAD_LIVE_OPS, // load the running live events and open challenges again (every world, answering 1 each; see LiveEvents.h)
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RELOAD_CONTRABAND, // load the contraband list again (every world, answering 1 each; see Contraband.h)
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GUILD_CHANGED, // guild targetId changed in the database (renamed, name moderated, disbanded, member removed): only the chat server acts on it, answering 1 through master when it is connected
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};
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struct PlayerActionRequest : public LUBitStream {
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