fix issues with excess active processes #507
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Hello Dave,
I fixed the issue mentioned in issue #416.
The issue was related to processes remaining in the active state even after they were no longer being utilized (i.e when the repl server was killed). to fix this I added the /yield command which simply sets the process to the ready state acting as the inverse of the /ping command. Just this alone didn't fix the whole problem as there was a little bug with the printing of the "Starting player processes..." message where a player process would be pinged and set to the active state purely to check if any processes exist. This issue was resolved by slightly altering the implementation of that functionality.
Let me know if there is anything I should change.