Improve networking, especially for multiplayer with secondary screens#104
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…known (to avoid long delay).
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Increase the robustness of networking, especially relevant for the combination of multiplayer and secondary displays.
The most important change is that we only start the extra network used to send secondary display information in multiplayer mode when we already have the scenario information (from the multiplayer hub), so it doesn't time out.
Additional changes to make sure we process all incoming messages, and use different channels.