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RF: Send final game state with to network players
This makes it easier for backends/middleends to capture the last state that a player receives without having to parse it and ensure that it actually contains a state. A corollary to not doing that kind of deep package inspection is that, once a game has been started, we cannot distinguish between control messages and game info (set_initial/get_move) messages anymore and have to assume that everything is a message that needs to be forwarded to the backend player (unless we change our ZMQ protocoll to include an additional control channel).
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