pass an actual player object to consumeAllVisCrafting

As per issue #609 (which this PR resolves), Thaumcraft began requiring a real player object be passed to the `consumeAllVis*` methods, which it uses to determine whether the code is running on the server or client (via `World#isRemote`).

This fix passes the local player on clients or the "[Minecraft]" fake player on servers.  As the player is only used for side detection, I *believe* this to be safe.  :-)