fix(server): mark games abandoned on room teardown + staging leaderboard
When handle_player_leave emptied a room or handle_end_game was invoked,
the room was removed from memory without touching games_v2. Periodic
cleanup only scans in-memory rooms, so those rows were stranded as
status='active' forever — staging had 42 orphans accumulated over 5h.
- event_store.update_game_abandoned: guarded UPDATE (status='active' only)
- GameLogger.log_game_abandoned{,_async}: fire-and-forget wrapper
- handle_end_game + handle_player_leave: flip status before remove_room
- LEADERBOARD_INCLUDE_TEST_DEFAULT: env override so staging can show
soak-harness accounts by default; prod keeps them hidden
Verified on staging: 42 orphans swept on restart, soak accounts now
visible on /api/stats/leaderboard (rank 1-4).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -508,6 +508,14 @@ async def handle_end_game(data: dict, ctx: ConnectionContext, *, room_manager, c
|
||||
pass
|
||||
ctx.current_room.cpu_turn_task = None
|
||||
|
||||
# Mark the DB row abandoned before we lose the room (and its game_log_id)
|
||||
# from memory — otherwise games_v2 would be stranded as 'active' forever.
|
||||
if ctx.current_room.game_log_id:
|
||||
game_logger = get_logger()
|
||||
if game_logger:
|
||||
game_logger.log_game_abandoned(ctx.current_room.game_log_id)
|
||||
ctx.current_room.game_log_id = None
|
||||
|
||||
await ctx.current_room.broadcast({
|
||||
"type": "game_ended",
|
||||
"reason": "Host ended the game",
|
||||
|
||||
Reference in New Issue
Block a user