refactor: decouple game networking from lobby client
* Replace direct client/server networking references with GameClient/GameServer scenes * Refactor message bus to support local emission and argument expansion * Move lobby connection lifecycle handling to message bus events * Remove multiplayer connection wait helpers and direct lobby client coupling * Rename Server to ServerNetworking and update lobby client references * Update scene resources and export configuration
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35
game_client.gd
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35
game_client.gd
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class_name GameClient extends ClientNetworking
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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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MessageBus.subscribe("game_start_client", _start_client)
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MessageBus.subscribe("game_wait_for_connection", _wait_for_connection)
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MessageBus.subscribe("game_close_connection", _wait_close_connection)
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func _start_client(address: String = "127.0.0.1", port: int = 8080) -> void:
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if peer: return
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start_client(address, port)
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func client_connected_to_server() -> void:
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push_warning("Connected to server!")
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func close_connection() -> void:
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if not peer: return
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push_warning("Disconnected from, server...")
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unset_client()
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func client_disconnected_from_server() -> void:
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push_warning("Disconnected from, server...")
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func client_connection_failed_to_server() -> void:
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push_warning("Connection failed!")
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unset_client()
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