Add connection-lost notification in tournament worlds

If we fail to save once, then fail to empty the queue once,
we send a notification to the statechart that our connection
was lost.

If we are in a tournament world, the statechart will then 
pop up a large notification to the user.

In the future, we could extend this to a small warning in 
non-tournament world.

When the connection is regained and the data is saved we 
briefly notify the user.

[#50512117]
Move connection-loss warning panes to index.html
Add manual event submission panel for tournament world

After logging in as a user, an event organizer can click on
the word "Hi" in the top bar and enter the password
"gen1games".

This will bring up an event submission dialog box, which
will allow the user to submit both a drake submission event
and a task-end event. Both these events must always be sent
together. If specific drake alleles are not sent, a dummy
drake is sent instead.

Currently, this dialog is only used when we want to submit
task-end events (with/without accompanying drakes), as the 
tournament doesn't care about other events.
Script for clearing user accounts
Fix breed counter in manual event submission panel
Dummy commit
Update to latest version of authored api/game
Remove manual-submission admin panel, views, template and controller

[#59758674]
Add town-unlock password panel, open on disabled town-click

[#59758674]
Make "enabled" a settable prop on towns, instead of calculated.

Enable first town when world is entered.

[#59758674]
Unlock town when password is entered

[#59758674]
Persist enabled state of town

[#59758674]
Log enabling event

[#59758674]
Add strawman lock image to all disabled images

[#59758674]
Revert "preloadingComplete" accidental change
Fix setting of first enabled town to allow jumping to task by url

[#59758674]
Add meiosis sex control tutorial for task 1.6

[#59759120]
Rv. disable town images; add separate lock; apply lock to locked towns

We can now separate out being disabled and being locked.

[#59758674]
Enable towns based on completion; unlock towns manually

This reverts town-enabling back to how it was before. We now
have a separate "locked" state that is represented in the UI,
can be unlocked, and is saved to the backend.

Also update log messages to log unlocking event.

Update stylesheet to allow completed but not enabled towns. (Enabled
has become a bit of a misnomer here.)

[#59758674]
Temporarily skip obstacle course transitioning.