The state engine mechanism, designed for the player class, was
over-engineered. The structure of the class makes debugging player
errors unnecessarily annoying, by obfuscating the code-path the error
followed, and in general
has created a significant amount of technical debt.
This changes the player to use an async-await setup for the top-level
operations, laying things out much more cleanly
and linearly.
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Co-authored-by: Álvaro Velad Galván <ladvan91@hotmail.com>