Networking support 1: Basic Lobby system
As a first step toward networking support I'm writing some generic lobby server/client code. Much of the server code from GG2 can probably be kept, but the system will be expanded a bit to allow game-specific server properties and server-side filtering options.
This doesn't make for the world's best lobby system (for example, it doesn't have any social component like "friends", and it doesn't feature matchmaking/NAT punchthrough), but it's a first step and can be expanded later. Fortunately, the lobby functionality can be very well separated from the rest of the networking, so switching to a more powerful lobby system later should be a painless process for game developers.
A downside of the current GG2 lobby system is that the server code is a Java application that directly communicates via TCP and UDP, so it's not possible to host it on a cheap webspace with PHP and mysql. I'm currently considering to make the server interface HTTP-based instead, e.g. as a web service, which would allow implementing an alternative PHP solution. However, I'm not sure that the added complexity and communication overhead is worth it.