Optimize Network by not ticking on Session close.

- Rename render.render to render.effect
- Add isRunning to TickingElement since we can reuse our component
  classes...allows us to stop/start Network on demand (for instance).
- Printout feedback on Session terminations, stop network thread if we
  lose our session to not have needless CPU cycles wasted.
- Only iterate messages in Universe if networking is still active

Signed-off-by: Chris Sanders <zidane@outlook.com>
No need to get Future anymore

Still need to not tick if session is null. Session can be null if the
network thread is started but a connection hasn't been made to the server
yet.

Signed-off-by: Chris Sanders <zidane@outlook.com>
Make better use of mask to reduce overhead for message processing

Bug fixes
Signed-off-by: Aleksi Sapon <QcTechs@gmail.com>
I was too late.

Signed-off-by: Aleksi Sapon <QcTechs@gmail.com>
Further work on snapshots

Add update number to chunk snapshots to version them
Replace world by world snapshot in chunk snapshots
Add world name to snapshot
Signed-off-by: Aleksi Sapon <QcTechs@gmail.com>
Move entity package to physics package, move ticking package to util

Signed-off-by: Aleksi Sapon <QcTechs@gmail.com>
Refactor networking to network

Signed-off-by: Aleksi Sapon <QcTechs@gmail.com>
Improvements to world handling

Signed-off-by: Aleksi Sapon <QcTechs@gmail.com>
Make chunk meshing neighbour aware for occlusion

Signed-off-by: Aleksi Sapon <QcTechs@gmail.com>
game package javadocs

Signed-off-by: Aleksi Sapon <QcTechs@gmail.com>
network package javadocs

Signed-off-by: Aleksi Sapon <QcTechs@gmail.com>
interface package javadocs

Signed-off-by: Aleksi Sapon <QcTechs@gmail.com>
Update build.gradle and gradle.properties

Signed-off-by: Steven Downer <grinch@outlook.com>