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Utilize channels for protocol #2

@JStalnac

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@JStalnac

ENet supports channels for sending packets. A channels has its own sequence number, so for example a reliable-ordered (ENET_PACKET_FLAG_RELIABLE) packet that is lost and needs to be resent on channel 1 won't stop a reliable-ordered packet on channel 2 from being received. (Better described at http://enet.bespin.org/Features.html#Channels)

This feature could be used to seperate parts of the protocol that need to be delivered reliably and in order, but not in sync, eg. chat messages and entities:
A lost chat message packet shouldn't prevent all receiving of entity packets because it can cause hitches in the entity updates and effect the gameplay experience. (Just an example)

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