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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game_server.gd
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11
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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#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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pass
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