Limit the memory ghc uses to placate travis
Add a server-to-client ping command
Ping clients before saving

to (almost) prevent saving when one of the client crashed and so
having out of sync saves.
Crash if we demand UI communication from a non-UI faction
Clear messages for observer UI
Don't autosave at game start

The game is autosaved after the first clip, anyway.
Separate client debug options
Insert client debug mode into frontend session, too
Implement snoDelay and snoMore
Don't trim frames in snoMore mode