init(server/game): rewrite the server in c++
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# ikcp (patched)
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Upstream: https://github.com/skywind3000/kcp (public domain / MIT).
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Star Rail uses a 28-byte KCP header instead of the stock 24: a 4-byte session
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`token` follows `conv`, both little-endian. The vendored copy is patched for it:
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- `IKCP_OVERHEAD` 24 -> 28
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- `token` field on `IKCPSEG` and `IKCPCB`
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- `ikcp_encode_seg` / `ikcp_input` write and verify it
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- `ikcp_settoken(kcp, token)` to set it after `ikcp_create`
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Handshake packets carry conv/token as **big-endian** u32; the KCP header carries
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them little-endian. That byte reversal is what the real client expects.
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