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Handling all errors that disconnect/disrupt players #223

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@mentuat

I'm trying to catch all potential error events that I need for disconnection/gameplay handling. At the moment I am tracking disconnected and signalingerror (for lobby-not-found and lobby-is-full).

I can see there is more general error event but not sure how this sits along the above events (as well as rtcerror) or is there a move to consolidate them?

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