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
This commit is contained in:
2026-08-09 18:41:18 -05:00
parent 50439bc8e0
commit 93a2be399c
20 changed files with 174 additions and 77 deletions

View File

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