Updated timer and new game window

Timer
- fixed a bunch of stuff

New Game Window
- allow for server/client games
Lots of fixes added, more functions added to client/server
Merged John's new game and fanorona work with mine
Have to decide wether we want Fanorona instance to be made in
Client/Server which is called in NewGameWindow, or just have
Client/Server instances in Fanorona.
Need to add a few more connections between backend stuff and fanorona game
Need to add AI :-P
Sacrifice implemented and a few other things

Sacrifice is now a working part of the game. There's a toggle button to
use it in-game. A black circle with an X through it is the graphical
representation.

Changed the gameplay relevent files' main comment sections to
documentation comments to differentiate from notes to selves and code
commented out.

Started to add the options to host as P1 or P2 and as Human or
CPU...We'll finish that when John can look at it so I don't have to look
up the classes when he knows them already.
Pause menu updated with proper number of turns

Maxturns was changed to reflect the numRows*10 change by Keyser
Changed NewGame options and visibility
Fixed radio button actions for Player choice and Human/CPU choice
Enabled Row/Col size:1 board cases

Also made a minor change to prevent EndGame menu from spamming itself
into existence
Updated lots of stuff

- message for next turn
- draw for 1 x 1 game
- fixed timer
- no need for SwitchPlayers anymore
Made sure that sacrifice isn't chosen by default
Changes to newGameWindow
Merge remote-tracking branch 'origin/John-sacrifice' into sacrifice
Reimplemented Client/Server - Still not quite working

Seems to deadlock when just run, and sometimes throws null pointed
exception.
Fixed stupid mistake - newGame.setvisible(true) in backend
Merged sacrifice branch into elliott
Fixed conflicts