feat: Implement core multiplayer lobby system with room management, player profiles, and game settings.
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@@ -293,7 +293,7 @@ func set_player_name(new_name: String) -> void:
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break
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# Sync to all peers if connected
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if multiplayer.has_multiplayer_peer():
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if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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rpc("sync_player_name", my_id, new_name)
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emit_signal("player_list_changed")
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@@ -120,17 +120,25 @@ func load_stats() -> Dictionary:
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# =============================================================================
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func update_display_name(new_name: String) -> bool:
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if not NakamaManager.session:
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emit_signal("profile_update_failed", "Not authenticated")
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return false
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if new_name.strip_edges().is_empty():
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emit_signal("profile_update_failed", "Display name cannot be empty")
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return false
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if new_name.length() > 50:
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emit_signal("profile_update_failed", "Display name too long (max 50 characters)")
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if new_name.length() > 6:
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emit_signal("profile_update_failed", "Display name too long (max 6 characters)")
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return false
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var regex = RegEx.new()
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regex.compile("^[A-Za-z]+$")
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if not regex.search(new_name):
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emit_signal("profile_update_failed", "Name must contain only letters")
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return false
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# Allow guest name updates locally
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if not NakamaManager.session or AuthManager.is_guest:
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profile["display_name"] = new_name
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emit_signal("profile_updated")
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return true
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var result: NakamaAsyncResult = await NakamaManager.client.update_account_async(
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NakamaManager.session,
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