Follow the GDScript style guide in every script
- Types on every parameter, return value and variable, and snake_case names (the player name limit is the constant MAX_NAME_LENGTH). - Spelling fixes: *_triggered, character_selected, separator, caught_errors. The server's catched_errors key stays as the server sends it. - Signals are connected with signal.connect() instead of by name. - Code is ordered signals, constants, exported vars, vars, @onready vars, functions, with @onready on one line and two blank lines between functions. - Every script starts with a ## description. Template comments, old LOC notes and commented-out code are gone, apart from the local play code. - Lines are at most 100 characters, apart from the local play path. - The screenshot tour turns off the blinking text cursor so pictures match.
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@@ -8,6 +8,7 @@ extends Node
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## Emitted when the songs already in the server playlist have been loaded into the
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## Playlist.
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signal song_list_loaded
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## Emitted when a new song has been downloaded and added to the Playlist.
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@@ -21,7 +22,7 @@ var retry_seconds: float = 5.0
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## Preloading waits for the list, because loading the list clears the playlist.
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func load_song_list() -> void:
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GameLog.debug("load_song_list")
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var song_list_fetched: Callable = func song_list_fetched(data) -> void:
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var song_list_fetched: Callable = func song_list_fetched(data: Variant) -> void:
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Playlist.clear_song_list()
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if typeof(data) == TYPE_ARRAY:
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for d: Dictionary in data:
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