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>
20 KiB
20 KiB