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:
adlee-was-taken
2026-04-18 00:37:49 -04:00
parent 70498b1c33
commit d5f8eef6b3
7 changed files with 230 additions and 3 deletions

View File

@@ -432,6 +432,23 @@ class EventStore:
winner_id,
)
async def update_game_abandoned(self, game_id: str) -> None:
"""
Mark a game as abandoned — used when a room empties before the game
reaches GAME_OVER, so games_v2 never leaks as stranded 'active'.
Only flips rows that are still active so a legitimately completed game
never gets reverted.
"""
async with self.pool.acquire() as conn:
await conn.execute(
"""
UPDATE games_v2
SET status = 'abandoned', completed_at = NOW()
WHERE id = $1 AND status = 'active'
""",
game_id,
)
async def get_active_games(self) -> list[dict]:
"""
Get all active games for recovery on server restart.