Cleaned up the obsolete Request class

It's still being used for the time being until the repository can be
rewritten to use something a little nicer.
Refactored game server settings

It's now more descriptive, uses milliseconds and divides the
current/minimum/maximum without naming the variables. Allows for much
easier expansion in the future
Added unit tests for Player class
Added unit tests for Point3d class
Coverage tests for Action method in Game
Moved NetworkAction/Object to base namespace
Renamed PunkBuster.Objects -> Packets
Moved protocol objects to better named namespaces

Lots of changes, but it's just moving Procon.Net.Protocols.Objects to
Procon.Net.Actions, Procon.Net.Collections, Procon.Net.Data.
Moved base network objects

Now we have a dedicated namespaces for actions and data, the base
objects might as well live there.
NetworkAction now generates a unique identifier

Each action taken now can be tracked with a unique identifier.
ClientEventArgs now behaves like GameEventArgs

This is with a central ClientEventData and a Then/Now property in the
args
NetworkAction now generates a uid (for reals now)
Added support for deferred actions

New support for inline actions within plugins that have callbacks with
raw packet information. If anything, it's at least a way for a plugin to
know when a action has returned a response from the server.
Moved unit tests of network data

This is so the namespaces match those found in Procon.Net
Renamed the waiting actions controller

Just so it's more descriptive of it's purpose. It never actually defers
execution, but is instead just waiting until an action is completed or
expired before altering the game implementation.
Check for null action attached to deferred action
Check against null value in TryInsert methods
Added unit tests for deferred actions