class_name LobbyData extends Node @onready var lobby_ui: Node func _init() -> void: Globals.lobby_data = self @rpc("authority", "reliable") func connect_to_game() -> void: # NOTE: Leave the lobby lobby_ui.client.close_connection() Globals.multiplayer_data.wait_for_connection_close() # NOTE: Join target game server # TODO: Don't use libby client... Use a created game client. lobby_ui.client.start_client( Globals.game_data.game_address, Globals.game_data.game_port ) @rpc("authority", "reliable") func go_back_to_match_screen() -> void: if multiplayer.is_server(): return push_warning("Client peer disconnected...") Globals.game_state.set_game_scene( "res://scenes/screens/lobby_screen/lobby.tscn" )