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Previously it could happen that a client would wait for a remote user imput while still having a non-empty undo stack. Becasue of this the client would not send the move that issued the user input (because the client thinks it is undoable) to the other clients which then never gave the user input. This resulted in a situation where the game could not proceed and had to be aborted. Fixed it by calling resources::undo_stack->clear() as soon as we know that a remote user input is needed (synced_context::set_is_simultaneously()). Also added some assertions to guard against this situation.
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