master: networking: Refractorred server tick for using barrier for synchronizing all clients
    -- added socket timeout temporary hack for not blocking screen
    -- added TsuNetworkingServerTimeoutException
    -- TODO: decouple the ticking and startup logic in the server, which means networking
       server world should have a state machine for monitoring the game state
    -- TODO: use blocking queue at the client game world to synchronize client tick and
       pullUpdateFromServer
    -- TODO: fixed exceptional cases