Adding client update system

The new system retrieves game state information from the server
and updates the client's local game.
Wrote send system for client -> server updates.
Added sendsystem
So many changes.. trying to make it work
Cant read data sent from gameplay
It sends and receives, loluint32_tfuckyou.
Some day itll work, cant connect to remote host on tcp socket connection now.
added header
Testing client update system
Preparing to merge with Network-Client-Dev
Merge branch 'Network-Client-Dev' of https://github.com/DComm2013Network/CutThePower into update_system
Merge branch 'testingSend' of https://github.com/DComm2013Network/CutThePower into update_system

Conflicts:
	src/Network/GameplayCommunication.cpp
	src/Network/NetworkRouter.cpp
	src/Network/NetworkRouter.h
	src/Network/ServerCommunication.cpp
Doesn't crash on check_sockets
Added the player tagging packet. ~AB
It just can't receive.
Merge branch 'Network-Client-Dev' of github.com:DComm2013Network/CutThePower into Network-Client-Dev
Client update system written

Finished writing client update system (must now be tested). Removed unnecessary
semaphore code (using eventfd).
Merge branch 'update_system' into Network-Client-Dev

Conflicts:
	src/Network/SendSystem.cpp
	src/Network/ServerCommunication.cpp
	src/Network/ServerCommunication.h
	src/Network/tests/GameplayDriver.cpp
Fixed spelling mistakes and changed send_system

Send system now takes a World *, and destory_entity has been changed to
destroy_entity.
It sends, the question is - does it recieve?