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Try harder to prevent desynch on player leaving.
There seem to be way too many ways that a player can leave, disconnect, drop, be kicked, leave (again), be destroyed and/or be cleared. During a game, NET_PLAYER_DROPPED must not be sent, since it is executed at a random game time, and GAME_PLAYER_LEFT must be sent instead. Independently of whether the player left, disconnected, dropped, was kicked, left, was destroyed, was eaten by a grue, or was cleared.
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