Only parse the input config once.
Exceptions were being thrown if attacker was null.
States expose an async interface that allows non-network bound operations to perform as expected. For example, the player counter for hosts could not update without this method.
#123: Looks like dungeon generation is now happening for both clients on turn 2. Disabling logging for the moment, while I take a break to find other approaches of tackling this problem.
#123:  More logging to track down the out-of-sync issues. Dungeon generation is synced now. Player placement is not.

In the long run,  networking needs some serious refactoring. The game was going out of sync because the host's player counter messages delayed the game start notification to the host.
Movement is now detected between LAN clients.
#123: More logging to track down the find random neighbor discrepancy. Fixing a one liner in Attack flashing.
#123: Even more logging
#123: Logging that show a difference in how mant times RNGs are used.
#123: Removing instances where RNG was unsynced when it should have been synced. Keeping the logging in this commit in case I need to troubleshoot RNG in the future.
Fix #123: Local testing shows that multiple clients stay in sync.