Added a break statement in a switch in the PaddleGameState constructor.
Aaand the Timer is back!
The server::paddles function now returns a vector of PaddleIDs.

It seems to be cleaner.
The findPaddleByID function now avoids a recursive loop.

Before it called itself, now, by casting the World to be const, it calls
the other overload. So no crash.
When initializing Paddles, the LocalServer now uses a good default.

Dimensions are now set, but they are non-configurable. So that's a TODO.
The main game loop now only does things every 5ms.

It also renders at this speed, and it's running buttery smooth!