refactor: pass match data to game server launcher
* Pass full match data to InstanceLauncher instead of only match type * Track server threads by match ID rather than thread instance ID * Update child completion handling to use match ID
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@@ -42,7 +42,7 @@ func _launch_game_server(
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client1: Dictionary,
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client2: Dictionary
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) -> void:
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var port: String = InstanceLauncher.launch_game_server(match_entry.data.type)
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var port: String = InstanceLauncher.launch_game_server(match_entry.data)
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if port == "-1":
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# TODO: Alert clients that the game wont be created due to
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# server reaching number of allowed instances.
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