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

@@ -16,7 +16,7 @@ const MATCH_ENTRY = preload("res://scenes/screens/lobb
@onready var new_match_name_input: LineEdit = $ui/body/right_body/create_match_hbox/new_match_name_input
@onready var rpc_signals: Node = $rpc_signals
@onready var client: Node = $client
@onready var client: LobbyClient = $client
var active_mode: String = "snooker"
var active_match: HBoxContainer = null
@@ -52,7 +52,8 @@ func _on_match_create_bttn_pressed() -> void:
"type": active_mode
}
MessageBus.emit_request.rpc_id(1, "match_list_add_entry", match_entry)
#MessageBus.emit_request.rpc_id(1, "match_list_add_entry", match_entry)
MessageBus.emit_request.rpc("match_list_add_entry", match_entry)
func _on_mode_bttn_pressed(button: Button) -> void:
active_mode = button.text.remove_chars("-").to_lower()