The lobby is not one readiness point. Account connection, GUI creation, cache synchronization, hangar readiness, and prebattle membership can occur at different times.

Primary ownershipAccount 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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