The lobby is not one readiness point. Account connection, GUI creation, cache synchronization, hangar readiness, and prebattle membership can occur at different times.
Primary ownership
Account plus lobby services and caches
Readiness anchorThe event belonging to the specific data being
read
Version sensitivityVerify private names per client build
Lobby readiness layers
| Layer | What becomes trustworthy | Typical anchor |
|---|---|---|
| Account connection | Account identity and basic server channel | Account becomes player |
| Account GUI | Lobby views and GUI-scoped controllers | Account GUI shown |
| Items cache | Inventory, modules, vehicles and progression data | Synchronization completed |
| Hangar | Selected vehicle and hangar-specific presentation | Hangar view/controller readiness |
| Prebattle | Platoon, queue, or prebattle state | Prebattle join/update events |
Items cache
The items cache is the account-side source for inventory and progression objects. Importability or service resolution does not prove that its contents have completed the first server synchronization.
_cache_ready = False
def _on_cache_sync_completed(*args, **kwargs):
global _cache_ready
_cache_ready = True
_refresh_inventory_feature()
def _refresh_inventory_feature():
if not _cache_ready or not _is_account_context():
return
cache = _try_get_items_cache()
if cache is None:
return
# Read inventory data here.
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