Receive thread and network router cleanup

The code for both is written and currently compiles. Still need to create
the eventfd for send failure and test.
Error system passes preliminary tests

The network router will write the correct message to the gameplay pipe,
which receives and displays it. The game does not hang when this happens.
Fixed pipe flushing problems and pipe error in send system

The pipes are no longer flushed if there's an error; their resources are
released on close anyway. The send system now doesn't transmit position
information until the network is ready.
Merged the branches
Fucking narhwals
Merge branch 'ClientMergeBranch' into table_system_mofo

Conflicts:
	src/Network/ClientUpdateSystem.cpp
Player table added and working

Creates new players and adds them to the player table for faster lookup.
Merge branch 'ClientMergeBranch' of https://github.com/DComm2013Network/CutThePower into ClientMergeBranch

Conflicts:
	src/Network/ClientUpdateSystem.cpp
Connects, sends, but there's still a delay on the UDP sending intially.
Server needs to fix packet 3 now.
Merge branch 'ClientMergeBranch' into stay_alive_better

Conflicts:
	src/Network/ClientUpdateSystem.cpp
	src/Network/NetworkRouter.cpp
	src/main.cpp
Merge branch 'ClientMergeBranch' of https://github.com/DComm2013Network/CutThePower into stay_alive_better
Oh yeah.. it's a lobby.
Narwhals.. again
DUDDIDDD
DASDDAS
It works, now it jitters around.
Merge branch 'ClientMergeBranch' of https://github.com/DComm2013Network/CutThePower into stay_alive_better

Conflicts:
	src/Network/ClientUpdateSystem.cpp
	src/Network/ServerCommunication.cpp
Player update works.

If someone disconnects and connects back, the game updates
appropriately.
Now sends when you move, and only when you move.