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tidy.games-old's Issues

Lobby socket tracking

right now, when a socket leaves from the lobby, the player # display doesn't change.

indicative of a deeper issue: sockets are nulled in room.sockets array, leaving a "hole." there should probably be no "hole" when the game hasn't started

actions are not handled consistently between updates and hotUpdates

updates includes the previous state, along with the most recent action
hotUpdates include only the new state patches, along with the most recent action

as a result, the gameMeter emits inconsistent state/action pairs when a client joins an existing game.

this messes with view functions that rely on a particular state/action pairing (e.g., the Trick component, which expects play action alongside a played state to animate the entry of a card.)

this is an easy fix -- but it would be good to rethink the update/hotUpdate distinctions...

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