refactor: reorganize networking and data bridge scenes
* Move networking scenes under `controllers/networking` * Move data bridge scene under `scenes/data` * Rename the bridge node to `data_bridge` * Update lobby UI scene path * Remove unused lobby RPC node/script
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31
controllers/networking/game_server.gd
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31
controllers/networking/game_server.gd
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class_name GameServer extends ServerNetworking
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func _ready() -> void:
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setup_signals()
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func setup_signals() -> void:
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pass
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func server_client_connected(id: int) -> void:
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push_warning("Client Connected... ID: ", id)
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if not Globals.game_data.client1:
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Globals.game_data.client1 = id
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elif not Globals.game_data.client2:
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Globals.game_data.client2 = id
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if Globals.game_data.client1 and Globals.game_data.client2:
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Globals.multiplayer_data.init_match()
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# TODO: Add watch match feature...
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func server_client_disconnected(id: int) -> void:
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push_warning("Client Disconnected... ID: ", id)
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MessageBus.emit_propagation_clients_only.rpc("game_peer_disconnected", null)
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await get_tree().create_timer(5.0).timeout
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# NOTE: Quits game server instance.
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get_tree().quit()
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