feat(matchmaking): support mesh retries and automatic requeue - #570
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Companion client changes for Services PR #48.
The service now verifies full mesh connectivity before starting QuickMatch, retries transient connection failures once, and requeues players when the temporary lobby cannot produce a valid mesh.
The client needs to understand that extended setup flow. Without these changes, it cannot correlate retry responses, uses the old fixed 10-second warning, and does not fully reset local lobby state before the service assigns another match.
Mesh connectivity can fail temporarily while peer signalling or TURN connections are still being established. Allowing one correlated retry avoids rejecting otherwise viable matches.
QuickMatch must also avoid starting a game when the players cannot form a complete mesh. When setup ultimately fails, the service removes the temporary lobby and requeues the affected players. The client performs the corresponding local cleanup so the next lobby starts from a clean state.
Join operations are asynchronous, so the requeue reset also invalidates callbacks from the abandoned lobby. This prevents a late HTTP response from restoring stale lobby or game state after matchmaking has resumed.
The client remains compatible with unpatched services:
0/0valuesThe client and service updates can therefore be deployed independently, with the complete retry and requeue flow becoming available when both are updated.