__                 _ _                _
  / _| ___   ___   __| | |__   __ _ _ __| | __
 | |_ / _ \ / _ \ / _` | '_ \ / _` | '__| |/ /
 |  _| (_) | (_) | (_| | |_) | (_| | |  |   <
 |_|  \___/ \___/ \__,_|_.__/ \__,_|_|  |_|\_\

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  • xtrn/syncdoom/lobby.js syncdoom.ini syncdoom_lib.js

    From Rob Swindell (on Debian Linux)@VERT to Git commit to main/sbbs/master on Sat Jun 20 14:04:42 2026
    https://gitlab.synchro.net/main/sbbs/-/commit/5fd15b6f13ad1f3dccd16cce
    Modified Files:
    xtrn/syncdoom/lobby.js syncdoom.ini syncdoom_lib.js
    Log Message:
    syncdoom lobby: page nodes to join, fix join-race & stale games, cap at 4 players

    When creating a multi-player game, offer to page other active nodes whose users can run the door (User.compare_ars against the door's execution_ars), delivered via the sysop-configurable NodeMsgFmt so it matches normal inter-node messages. The page prompt now runs before the server is spawned, so it no longer sits in the spawn->connect window where a browse-joiner could connect first and steal the
    host/controller slot. Hide games with zero connected players from the Join list,
    so a match everyone has left doesn't linger until the server's idle-timeout. Cap
    players at Doom's MAXPLAYERS (4) rather than NET_MAXPLAYERS (8) -- the game has only four player slots/colors/starts.

    Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

    ---
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