Refactor message bus and lobby networking flow
* Add local message bus emission with optional argument expansion * Improve message type validation and callback dispatch * Simplify lobby match join/disconnect handling * Move lobby server networking toward an overridable `ServerNetworking` base class * Update lobby scene to use the dedicated lobby server script * Remove obsolete window configuration and unused RPC stubs
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19
scenes/screens/lobby_screen/lobby_server.gd
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19
scenes/screens/lobby_screen/lobby_server.gd
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class_name Lobbyserver extends ServerNetworking
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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 server_client_connected(id: int) -> void:
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Globals.lobby_data.server_client_connected(id)
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func server_client_disconnected(id: int) -> void:
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# NOTE: Wait for clients to fully disconnect...
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var timer = get_tree().create_timer(1)
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await timer.timeout
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Globals.lobby_data.server_client_disconnected(id)
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