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.
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
Merge branch 'ClientMergeBranch' of https://github.com/DComm2013Network/CutThePower into stay_alive_better

Conflicts:
	src/Network/ClientUpdateSystem.cpp
	src/Network/ServerCommunication.cpp
Merge branch 'ClientMergeBranch' of https://github.com/DComm2013Network/CutThePower into stay_alive_better

Conflicts:
	src/Network/ServerCommunication.cpp
Merge branch 'stay_alive_better' into ClientMergeBranch

Conflicts:
	src/Network/ServerCommunication.cpp