Lobby screen stays drawn behind the run after the game starts

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@Jr-JoshS 已經在處理了。

開始於 2026年10月31日。

  • #45 來自 @Jr-JoshS —— 未關閉

評估

難度
3/5
預估耗時
1-2 天
新手友好度
20/100
Issue 類型
缺陷
描述清晰度
描述清楚
活躍度
活躍
技術堆疊
lua
領域
game-dev

研究方向

Start at G.FUNCS.start_run and Game:delete_run, then at MPAPI.refresh_current_view() and its G.STAGE check, to see how a lobby update can rebuild G.MAIN_MENU_UI during the gap before the run starts. The work is already under way: open PR #45 is linked. Check that PR's approach first, and a fix is done when the lobby UI is gone after a delayed delete_run in a three-client Royale lobby.

由索引模型根據 Issue 內容生成。

描述

Reported in #bugs-and-issues with a screenshot: in a Battle Royale, one player had the pre-match lobby screen (Ready, the deck/stake chip, View Code, Leave Lobby) drawn behind the game for the whole run.

Why: G.FUNCS.start_run runs delete_run (which removes the menu) and then, a tick later, start_run. In that gap G.STAGE is still MAIN_MENU, so a lobby update arriving then (e.g. the host writing lobby metadata at the start) calls MPAPI.refresh_current_view(), which passes its G.STAGE check and rebuilds the lobby page as a new G.MAIN_MENU_UI. Nothing removes it when the run starts. It's more likely on a slower PC (a longer gap) and in Royale (more lobby updates around the start).

To reproduce: 3 players in a private Royale lobby, opened from the PvP menu. Make one guest slow to start (e.g. delay its Game:delete_run by 0.5s) and have the host change lobby metadata repeatedly while starting. That guest has G.MAIN_MENU_UI ~= nil during the run, and the lobby cards and buttons show behind the blind select.

Reproduced with three clients on a local server.

主要語言
Lua
星號
9
分支
4
平均合併
14 小時 46 分鐘
30 天內合併 PR
10

環境準備

這個專案沒有提供開發容器、Dockerfile 或貢獻指南,環境需要你自己搭建:先看它的 README,通用步驟見我們的新手貢獻指南。

從這裡開始

  1. 先讀完整個 Issue,再讀專案的貢獻指南。
  2. 在 Issue 下留言說明你要接手 —— 這能避免兩個人做同樣的事。
  3. Fork 儲存庫,在一個分支上完成修改。
  4. 送出 Pull Request,並在描述裡引用這個 Issue 編號。

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