* Use game's CNetAdr RCON and socket creator.
* Add support for constructing host from [ip]:port format in the netconsole client.
* Pass 'netadr_t' parameter by reference to 'CSocketCreator::OnSocketAccepted'.
* Used 'htonl'/'ntohl' for constructing the length prefix.
* Used static socket/address members instead of pointers.
* Used const qualifier where possible.
* Changed length prefix field type to 'u_long'.
* Removed extraneous include.
* Properly escaped percentage characters on the RCON game client for the ImGui console.
* Implemented robust length-prefix framing logic for non-blocking sockets (previously used character sequences to determine length, but you cannot use character sequences on protocol buffers as its binary data. This logic should fix all problems regarding some commands not getting networked properly to the server and stuff not getting printed on the client).
* Increased buffer size to std::vector::max_size when netconsole is authenticated (MAX_NETCONSOLE_INPUT_LEN still remains enforced on accepted but not authenticated connections to prevent attackers from crashing the server).
* Process max 1024 bytes each recv buffer iteration.
* Additional optimizations and cleanup.
* Changing RCON passwords on the server now closes all connections and re-initializes the system.
* Fully mapped out VFTable interface for IConVar* (used for ConVar callbacks, see callback.cpp).
Moved server/client headers and implementations into dedicated subfolder.
Renamed Some classes to match the game binary (e.g. CBaseClient is now CClient).
Removed redundant files.