#2447 / rP15006 implemented initial support for ready states in the gamesetup.
When the server receives a ready message, it uses both a SendPlayerAssignments call _and_ a broadcasting of the ready message to inform the clients of the most recent ready status of all clients.
Once the ready message is received by a client, a chat message is printed and if it's a host, the status will be updated immediately.
If it's not a host, it will have to wait for the updated player assignments sent by the server.
However this distinciton can be simply removed. All clients can show the most recent ready status once they are notified about the ready change.
Thus the NetServer doesn't have to send the redundant player assignments.