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feat: Prevent GameServer from restarting after ending by introducin… (#2923)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #(issue number) #2919 In GameManager.tick(), when a game becomes active but hasn't started, a setTimeout for game.start() is scheduled with a 2-second delay. If the game finishes or is cancelled within those 2 seconds, game.end() is called, which clears the existing interval. However: 1.The 2-second timeout still fires. game.start() executes. 2. A NEW setInterval is created for turn execution. 3.Since the game is already ending/finished, it's removed from GameManager.games, but the interval continues to run forever in the background ## 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: codimo
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@@ -11,7 +11,7 @@
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"dev:prod": "cross-env GAME_ENV=dev API_DOMAIN=api.openfront.io concurrently \"npm run start:client\" \"npm run start:server-dev\"",
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"docs:map-generator": "cd map-generator && go doc -cmd -u -all",
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"tunnel": "npm run build-prod && npm run start:server",
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"test": "vitest run",
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"test": "vitest run && vitest run tests/server",
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"perf": "npx tsx tests/perf/*.ts",
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"test:coverage": "vitest run --coverage",
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"format": "prettier --ignore-unknown --write .",
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