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Change the OOS notification logic to remember the OOS-ness of each
client. Reset it on client leave.
The server will thus continue checking for OOS if the OOS-client leaves.
This is convenient to ignore observer OOS, or wait for an OOS player
without restarting the game.
Also add the turn number to the OOS dump, to fix #3348: particularly
following
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| MessageTypes.h | ||
| Simulation2.cpp | ||
| Simulation2.h | ||
| TypeList.h | ||