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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@@ -44,17 +44,6 @@ func init_match():
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true
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)
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func wait_for_connection() -> void:
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while not Globals.lobby_data.lobby_ui.client.peer:
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await get_tree().process_frame
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while Globals.lobby_data.lobby_ui.client.peer.get_connection_status() != 2:
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await get_tree().process_frame
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func wait_for_connection_close() -> void:
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while Globals.lobby_data.lobby_ui.client.peer:
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await get_tree().process_frame
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func set_multiplayer_inactive() -> void:
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is_multiplayer_active = false
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