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