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

@@ -0,0 +1,35 @@
class_name LobbyClient extends ClientNetworking
var lobby_fully_connected: bool = false
func _ready() -> void:
pass
func _process(_delta: float) -> void:
pass
func _do_wait_for_connection() -> void:
_wait_for_connection()
while not lobby_fully_connected:
await get_tree().process_frame
func _do_wait_close_connection():
_wait_close_connection()
lobby_fully_connected = false
func client_connected_to_server() -> void:
push_warning("Connected to server!")
func client_disconnected_from_server() -> void:
push_warning("Disconnected from, server...")
func client_connection_failed_to_server() -> void:
push_warning("Connection failed!")
unset_client()