actually, turns out each client only cares about their own camera

at second thought, the server doesn't need any control over this,
i'll just do bounds checking on the client end. it even makes things a
lot less complicated, too.
create world on client side
when the server's player movement changes, set dirty bits on it

when dirty bits are set, right now just player position, tell m_server
to broadcast the new position to all clients; make them interpret that
position and move the player accordingly.
have the server actually move the player when the input events are received
i guess the world should never be invalid on the server

also, actually construct the world on the server at init..it was never
being constructed. and send the proper packet type for server player
position movement broadcast
when inital player data is received from server, we were creating

the player yet not adding him to the world. fix that. player movement
now works beautifully