Commit ba3029b
fix(server): keep the rotation moving when a new lobby fills up early
Queued lobbies are joinable, and one that reaches maxPlayers starts on the
spot — hasReachedMaxPlayerCount flips the phase whether or not a countdown
is running. So a lobby can leave from anywhere in the queue, including
before the next scheduling tick sees it.
The next type came from the newest surviving lobby, which meant a lobby
that vanished that fast was never accounted for: the master handed out the
same type again, and again, and the other two were never created. The type
we last created is now remembered past its lobby's report, so the rotation
advances even when nothing survives to read it from.
Tests cover both that and the promotion order it doesn't change: the live
game is still the head of the queue, so a type whose lobbies keep filling
early is skipped every time rather than reordered.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>1 parent 593c4ce commit ba3029b
2 files changed
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