feat: implement core lobby management system with Nakama integration, player state, and game settings.
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@@ -12,12 +12,14 @@ signal player_joined(player_data: Dictionary)
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signal player_left(player_id: int)
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signal ready_state_changed(player_id: int, is_ready: bool)
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signal all_players_ready()
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signal host_disconnected()
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signal game_starting()
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signal match_duration_changed(duration_seconds: int)
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signal randomize_spawn_changed(enabled: bool)
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signal character_changed(player_id: int, character_name: String)
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signal area_changed(area_name: String)
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signal player_list_changed()
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signal rematch_votes_updated(count: int, required: int)
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# Stop N Go settings signals
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signal sng_go_duration_changed(duration: int)
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@@ -50,6 +52,9 @@ signal enable_cycle_timer_changed(enabled: bool)
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var scarcity_mode: String = "Normal" # Normal, Aggressive, Chaos
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signal scarcity_mode_changed(mode: String)
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# Disconnection reason for UI feedback
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var disconnect_reason: String = ""
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# Stop N Go settings
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var sng_go_duration: int = 15
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var sng_stop_duration: int = 4
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@@ -60,6 +65,9 @@ var doors_swap_time: int = 15
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var doors_refresh_time: int = 25
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var doors_required_goals: int = 8
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# Rematch tracking
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var rematch_votes: Array = [] # [player_id, ...]
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# Character and area selection
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var available_characters: Array[String] = ["Copper", "Dabro", "Gatot", "Pip", "Random"]
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var available_areas: Array[String] = []
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@@ -87,6 +95,7 @@ func _ready():
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NakamaManager.match_joined.connect(_on_match_joined)
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multiplayer.peer_connected.connect(_on_peer_connected)
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multiplayer.peer_disconnected.connect(_on_peer_disconnected)
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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func _update_available_areas(mode: String) -> void:
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match mode:
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@@ -133,14 +142,13 @@ func join_room(match_id: String) -> void:
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func leave_room() -> void:
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"""Leave the current room."""
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current_room = {}
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players_in_room.clear()
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is_host = false
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_all_ready = false
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print("[LobbyManager] Leaving room. Clearing all local state.")
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# Disconnect from Nakama match
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if NakamaManager.socket:
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NakamaManager.socket.close()
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# Important: Reset all lobby settings and player lists first
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reset()
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# Disconnect from Nakama and reset multiplayer peer
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NakamaManager.cleanup()
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# Important: Clean up game state as well to prevent ghost players
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GameStateManager.reset()
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@@ -496,13 +504,13 @@ func sync_game_mode(mode: String) -> void:
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_update_available_areas(mode)
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emit_signal("game_mode_changed", mode)
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func start_game() -> void:
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func start_game(force: bool = false) -> void:
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"""Host triggers game start (transitions all players to main.tscn)."""
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if not is_host:
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push_error("Only host can start the game")
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return
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if not _all_ready:
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if not force and not _all_ready:
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push_error("Not all players are ready")
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return
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@@ -639,6 +647,54 @@ func _on_peer_disconnected(peer_id: int) -> void:
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emit_signal("player_left", peer_id)
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_check_all_ready()
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func _on_server_disconnected() -> void:
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"""Called on all clients when the host (server) disconnects."""
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print("[LobbyManager] Server (Host) disconnected. Terminating room...")
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disconnect_reason = "Host disconnected. Match terminated."
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rematch_votes.clear()
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emit_signal("host_disconnected")
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leave_room()
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# =============================================================================
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# Rematch Logic
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# =============================================================================
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func reset_rematch_votes() -> void:
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rematch_votes.clear()
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emit_signal("rematch_votes_updated", 0, 2)
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@rpc("any_peer", "call_local", "reliable")
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func request_rematch(player_id: int) -> void:
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"""Client requests a rematch. Only 2 votes needed to trigger."""
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if not multiplayer.is_server():
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return
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if player_id not in rematch_votes:
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rematch_votes.append(player_id)
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print("[LobbyManager] Rematch vote from %d. Total: %d/2" % [player_id, rematch_votes.size()])
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# Sync vote count to all clients
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rpc("sync_rematch_votes", rematch_votes.size(), 2)
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# Check if we have enough votes
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if rematch_votes.size() >= 2:
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print("[LobbyManager] Rematch threshold met! Starting game...")
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start_rematch()
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@rpc("authority", "call_local", "reliable")
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func sync_rematch_votes(count: int, required: int) -> void:
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emit_signal("rematch_votes_updated", count, required)
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func start_rematch() -> void:
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"""Host starts the rematch."""
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if not is_host:
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return
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reset_rematch_votes()
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# Start game using existing start_game logic, bypassing ready check
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start_game(true)
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@rpc("reliable")
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func sync_player_list(player_list: Array) -> void:
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"""Sync player list from host to all clients."""
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