Refactor to fit game-shell structure; externalized lobby client code
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@@ -54,6 +54,10 @@ func close_connection() -> void:
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func unset_client() -> void:
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if not peer: return
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if not multiplayer:
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peer.close()
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peer = null
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return
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multiplayer.connected_to_server.disconnect(client_connected_to_server)
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multiplayer.connection_failed.disconnect(client_connection_failed_to_server)
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