added printf in client loddy doRemoteEvents
Begun a Comm journey.  Moving from a single thread, multiplexing all connections, to a listener thread, that accepts and then hands off connections to a thread per connection. Crashes, but infrastructure is there for server-side. client still uses old monolith thread.
Comm is now listener thread, and spawn a client handler thread on successfull connect/accept.  MsgId::Connect and MsgId::Disconnect now are consistent with other Msg's. Lobby is functioning. Multiplayers can connect and see eachother in lobby