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