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feat(livestats): per-player killedBy + deathPosition + winner for live standings (#4593)
Enriches the admin-bot live-stats snapshot (`/api/adminbot/game/:id/stats`) with the per-player fields a semi-live standings board needs, so it can score kills + placement live instead of waiting for the post-game record. Per player in `liveStats.players[]`: - **`killedBy`** — the eliminator's clientID (null while alive / non-client killer). Invert → live kill points. - **`deathPosition`** — finishing place at elimination = non-bot players still standing + 1 (frozen at "last of the then-standing"). Null while alive → live placement. The **full roster** is reported (dead players are retained in the client view), plus top-level **`winner`** (the decided winner's clientID, else null). Deterministic / consensus-safe: `killedBy` (stamped at `recordKill`) and `deathPosition` (stamped in `PlayerExecution`) are pure sim values, so in-sync clients agree on the majority vote; `winner` is added server-side in `GameServer.liveStats()` from the winner vote (like the existing publicID/username/connected enrichment). - [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
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@@ -63,6 +63,8 @@ describe("GameServer.handleLiveStats", () => {
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gold: "100",
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isAlive: true,
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team: null,
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killedBy: null,
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deathPosition: null,
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},
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];
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@@ -89,6 +91,7 @@ describe("GameServer.handleLiveStats", () => {
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// 2 of 3 IPs -> consensus.
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expect(game.liveStats()).toEqual({
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turn: 100,
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winner: null,
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players: [
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{
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...players[0],
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@@ -151,6 +154,7 @@ describe("GameServer.handleLiveStats", () => {
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report(game, clients[1], 200, snapshot(42));
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expect(game.liveStats()).toEqual({
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turn: 200,
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winner: null,
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players: [
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{
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...snapshot(42)[0],
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