* Sanitize bad words in server names
* Add config options and enforcement for dev/test servers and servers starting with a special character
* Refine bad word logic
* Add installer to dev/test servers
* Change server prefixes
* Special char prefix
* Formatting
* Remove multi words
* Add server types enum
* Add error constants
* Remove sanitize from world level
* Use strn0cpy
* Add player login reply struct
* Use player login reply struct for failed logins
* Use base message struct for login requests
* Refactor server list reply serialization
Use BaseMessage and BaseReplyMessage structs for server list
and add flags for server type and status
* Use reply message struct for login handshake
Remove client version checks, the packets are the same for titanium and rof2
* Use base headers for join server requests
* Log correct server list ip
* Add compressed flag to base message header
Document encrypt type flag more
* if for whatever reason the world server is not sending an address, use the local address it sends
* Log when world is sending loginserver info
* Force legacy mode when login host is login.eqemulator.net to avoid misconfigurations at least until things change
* Add human IP translation to log messages
* Sanitize world server name
* Code cleanup and renaming member variables
* More cleanup
* Remove this->
* Validation constants
* Key worldserver lookups by both longname and shortname both
* Update allowed character list
* Fix short_name API response field; add world_id to response
* Shorten receiver verbosity
* Remove unnecessary member variables from database and rename database to m_database
* Adjust MAX_SERVER_VERSION_LENGTH
* Fix indents
* Convert common/eq_limits.cpp to use make_unique
* Convert common/net/console_server.cpp to use make_unique
* Convert common/net/servertalk_client_connection.cpp to use make_unique
* Convert common/net/servertalk_legacy_client_connection.cpp to use make_unique
* Convert common/net/servertalk_server.cpp to use make_unique
* Convert common/net/websocket_server.cpp to use make_unique
* Convert common/net/websocket_server_connection.cpp to use make_unique
* Convert common/shareddb.cpp to use make_unique
* Convert eqlaunch/worldserver.cpp to use make_unique
* Convert loginserver/server_manager.cpp to use make_unique
* Convert loginserver/world_server.cpp to use make_unique
* Convert queryserv/worldserver.cpp to use make_unique
* Convert ucs/worldserver.cpp to use make_unique
* Convert world/clientlist.cpp to use make_unique
* Convert world/expedition.cpp to use make_unique
* Convert world/launcher_link.cpp to use make_unique
* Convert world/login_server.cpp to use make_unique
* Convert world/main.cpp to use make_unique
* Convert world/ucs.cpp to use make_unique
* Convert world/web_interface.cpp to use make_unique
* Convert world/zonelist.cpp to use make_unique
* Convert world/zoneserver.cpp to use make_unique
* Convert zone/client.cpp to use make_unique
* Convert zone/corpse.cpp to use make_unique
* Convert zone/dynamiczone.cpp to use make_unique
* Convert zone/expedition.cpp to use make_unique
* Convert zone/main.cpp to use make_unique
* Convert zone/mob_ai.cpp to use make_unique
* Convert zone/mob_movement_manager.cpp to use make_unique
* Convert zone/pathfinder_nav_mesh.cpp to use make_unique
* Convert zone/worldserver.cpp to use make_unique