Lobby screen stays drawn behind the run after the game starts
维护者通常 1 天内回复
评估
调研方向
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.
由索引模型根据 Issue 内容生成。
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.
- 主要语言
- Lua
- 星标
- 9
- 派生
- 4
- 平均合并
- 14 小时 46 分钟
- 30 天内合并 PR
- 10
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