Pack 7 games (Quiplash 3, Blather Round) transition room state from
"Lobby" to "Logo" instead of "Gameplay". Even newer titles (Doominate,
Big Survey) have no room entity at all — the only signals are room/lock
and room/exit opcodes.
- parseRoomEntity: detect game started as any non-Lobby state
- handleMessage: add room/lock and room/exit opcode handling
- handleRoomLock: emit game.started as fallback for room-entity-less games
- handleRoomExit: emit game.ended on explicit room close
- Tests: 6 new tests covering Logo state, room/lock, room/exit
Verified against live rooms: quiplash3, blanky-blank, you-ruined-it,
bigsurvey.
Co-authored-by: Cursor <cursoragent@cursor.com>
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