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The world now loads, and the client is fully configured when entering the "play" state. This includes loading and replaying the registry packet which I recorded from a "real" server via Wireshark and stored as a sequence of hexadecimal records so that COBOL can load it. Many additional client-bound packets are also now implemented, except for the world chunk packet, which is difficult to generate and will be done later.
The keep-alive mechanism is very hacky (sending a keep-alive packet whenever a packet is received from the client), but it works for now to keep the client connected.