Fix public lobby max player bypass (#3650)

If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #3649

## Description:

Removes the persistentIdToClientId for Clients that leave before the
game starts. This prevents the rejoin path from being taken which
ignores max player count. See issue for details on why this is
important.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

babyboucher
This commit is contained in:
babyboucher
2026-04-12 16:00:46 -05:00
committed by GitHub
parent 4c950952e3
commit 17f9cd3147
+20 -12
View File
@@ -548,19 +548,23 @@ export class GameServer {
this.activeClients = this.activeClients.filter(
(c) => c.clientID !== client.clientID,
);
// Close lobby when host leaves before game starts
if (
!this._hasStarted &&
!this.isPublic() &&
client.persistentID === this.creatorPersistentID
) {
this.log.info("Host left, closing lobby", {
gameID: this.id,
});
for (const c of [...this.activeClients]) {
this.kickClient(c.clientID, KICK_REASON_HOST_LEFT);
if (!this._hasStarted) {
// Remove persistentId if the game has not started to prevent going over max players
this.persistentIdToClientId.delete(client.persistentID);
// Close lobby when host leaves before game starts
if (
!this.isPublic() &&
client.persistentID === this.creatorPersistentID
) {
this.log.info("Host left, closing lobby", {
gameID: this.id,
});
for (const c of [...this.activeClients]) {
this.kickClient(c.clientID, KICK_REASON_HOST_LEFT);
}
this._hasEnded = true;
}
this._hasEnded = true;
}
});
client.ws.on("error", (error: Error) => {
@@ -578,6 +582,10 @@ export class GameServer {
this.activeClients = this.activeClients.filter(
(c) => c.clientID !== client.clientID,
);
// Remove persistentId if the game has not started to prevent going over max players
if (!this._hasStarted) {
this.persistentIdToClientId.delete(client.persistentID);
}
}
}