fix(lobby): MP mode joins existing session before allocating new slug#172
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fix(lobby): MP mode joins existing session before allocating new slug#172
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Playtest 2026-04-26 S4-UX bug: P2 (different host, no shared local Past Journey state) hit "Start Adventure" in Multiplayer mode and was routed to a fresh ``-2`` slug instead of joining P1's existing table. The companion server fix (sidequest-server fix/s4-mp-lobby-join-existing-server) makes POST /api/games join the existing same-slug MP game by default — this UI change signals that intent in the affordance label so users on a second host understand that clicking Start joins rather than splits. Cosmetic-only: the button still calls handleStart unchanged. The heavy lifting is server-side; this is the QoL signal the architect specified as the minimum-viable UI affordance. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Summary
Playtest 2026-04-26 S4-UX bug — UI affordance companion to sidequest-server PR #68.
In Multiplayer mode, P2 (on a different host with no shared local Past Journey state) hit "Start Adventure" and was routed to a fresh `-2` slug instead of joining P1's existing table. The server-side fix in PR #68 makes `POST /api/games` join the existing same-slug MP game by default; this UI change signals that intent in the affordance label so users understand that clicking Start in MP mode will join rather than split.
Changes
Why this is minimum-viable
Per architect's recommendation: "For tonight's game, the server-side fix is sufficient and load-bearing. The UI affordance is a quality-of-life improvement that can ship next." The button-text change is the smallest honest signal of the new behavior; a richer "Existing session in progress: [Join]" annotation can ship later without blocking tonight's playtest.
Test plan
Related
🤖 Generated with Claude Code