This changes the OOS notification logic to rememeber the OOS-ness of each client. This means that if an OOS client leaves, the game will again check & notify OOS.
This is good if e.g. observers are OOS, since that can be safely ignored (TODO: and probably shouldn't notify).
While at it, this explicitly outputs the turn numbers in the OOS log, as I've found that could differ (and probably will more with the higher command delay) and it's useful information.