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Tak Tunel Status in to the consideration during the connection - #80
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Added mapping from AssociationId to game pool slot, allowing tracking of client slots even without an active tunnel.
Resolved conflicts in matchmaking.rs, tunnel/mappings.rs and tunnel/mod.rs, keeping the tunnel readiness checks on top of upstream's tunnel changes.
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Players without a connected tunnel can no longer join games that require one. Game::requires_tunnel and is_tunnel_ready mirror the existing TunnelConfig logic (Always, Disabled, Stricter). handle_join_game rejects such players, and handle_start_matchmaking queues them instead of joining directly. The matchmaking queue now keeps tunnel-less players queued until their tunnel is connected. Public WAN address detection now tries ifconfig.me first and falls back to Cloudflare, ipify and icanhazip. I also added TunnelService::has_tunnel.