Some Jackbox games (e.g. Trivia Murder Party 2) do not send
client/connected events to shard connections and lack textDescriptions,
leaving the player count stuck at 0 if the shard connects before
players join. Fix by opening a lightweight probe shard every 20s to
read the fresh here map. Also fix bc:room entity lookup in
handleWelcome and a WebSocket close handler race condition.
Made-with: Cursor
Add 20-second game.status WebSocket heartbeat from active shard monitors
containing full game state, and GET /status-live REST endpoint for on-demand
polling. Fix missing token destructuring in SessionInfo causing crash.
Relax frontend polling from 3s to 60s since WebSocket events now cover
real-time updates. Bump version to 0.6.0.
Made-with: Cursor
- Bump Dockerfile base image from node:18-alpine to node:22-alpine to
fix build failure (better-sqlite3@12.8.0 requires Node 20+)
- Add post-transaction verification logging in POST /api/votes/live to
detect live_votes insertion failures in production
- Add direct DB assertion to regression test for live_votes population
- Add end-to-end integration tests covering the full vote flow: POST
vote -> GET /api/sessions/:id/votes -> GET /api/votes -> direct DB
Made-with: Cursor
Extracts checkRoomStatus into shared jackbox-api.js with proper
User-Agent header (bare fetch was silently rejected by Jackbox API)
and always-on error logging (previously gated behind DEBUG flag).
Splits room-start detection (room-monitor.js) from audience-based
player counting (player-count-checker.js) to eliminate circular
dependency and allow immediate game.started detection. Room monitor
now polls immediately instead of waiting 10 seconds for first check.
Made-with: Cursor
The waitForGameStart() function checked roomStatus.full before
roomStatus.locked, causing it to short-circuit when a room was full
but the game hadn't started yet. This meant game.started was never
broadcast and watchGameAsAudience() was never called for full games.
Now only locked=true triggers game start detection. When full=true
but locked=false, the poller continues until the game actually starts.
Co-authored-by: Cursor <cursoragent@cursor.com>
Broadcast audience.joined when the audience client receives its first
client/welcome frame. Broadcast game.started when the room lock is
detected. Reduced initial wait and poll interval from 30s to 10s for
faster feedback.
Co-authored-by: Cursor <cursoragent@cursor.com>
JWT_SECRET and ADMIN_KEY no longer fall back to insecure defaults.
The app will throw at startup if these env vars are not set.
docker-compose.yml now uses :? syntax to require them.
Co-authored-by: Cursor <cursoragent@cursor.com>