Servers and clients will now react to new messages quicker.

This also changed the way ping works. It no longer has a timeout because it sends the send time in the message, similar to how my NTP messages work.

I'm not sure if it's completely correct, but I'm fairly sure EndRecieve blocks until either the receive timeout is hit, or until it receives it's allocated 8kb.

This makes my game lock up because the initial sync messages can process faster. TeredoTree was fine using this style of receive for over 300 clients too.

Trying to keep things simple....