on singleplayer click, immediately create the world, a server and connect

to it. presently everything is still done client side, think right now
i'm going to get initial client->server handshaking done (which, of course
is pointless for clientside but it doesn't matter since they're just local
sockets), then work on network chat
attempt to send initial client data

turns out i just exposed a nasty failure in my packet serialization.
if i send a 0 as an integer anywhere in my packet, it craps out entirely.

betting it's because i call google::protobuf::Message::SerializeToString
and the ParseFromString..the examples i saw used that though to do just
this..weird.