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Rage Quit stays in the menu, but until the quitter has filled 3 boxes the
tenth fast tap refuses ("Denied.") and tells them to finish what they
started. game-action refuses an early quit too.
After a Rage Quit, the winner can finish their own card alone from the
game-over screen or the completed score card. The result, rating, and
streaks stay as they were at the quit. Every turn is theirs, with no
response windows, punches, or taunts, and the quitter is not notified. The
game stays in their active list until the card is full. Their last box sets
game_player_results.played_out_at, posts the final score to the weekly and
all-time boards and their matchup high, and awards instant and card feats
(buildPlayOutFeats), never ones about the forfeit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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A winner whose card was already full when the opponent rage quit had no box left to play out, so the quit still wiped their score. The quit now credits that card at once: played_out_at, the matchup high, and the card's feats. The game list only loads the latest 25 finished games, so an unfinished card could drop out after newer games. listMyGames now also loads every card still being finished. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Summary
A rage quit throws the winner's score off the high-score boards. That let a losing player wipe out someone's best game just by quitting late. This PR closes that gap and keeps rage quit fun:
game-actionrefuses an early quit too. The rule lives inrageQuitUnlockTurns/isRageQuitUnlockedinshared/game.ts.game-actionupserts the winner's result withplayed_out_at, raises their matchup high score, and awards their instant and card feats (buildPlayOutFeats: 400/500 Club, Spotless, the Sucker tiers, and so on). It never awards feats about the forfeit or the quitter's frozen card.played_out_at) and all-time high score boards count a finished card. Punch % still never counts a forfeit.docs/multiplayer.md, anddocs/community-leaderboards.mdare updated.The game stays
status = 'complete'throughout, andstate.rageQuit.playOutis'playing'and then'finished'. Ratings and the completion trigger never run again.Stacked on #122, because the play-out's card feats (400/500 Club, Spotless) come from it. Merge #122 first.
Needs migration
20261029130000_let_rage_quit_winners_finish.sql(supabase db push), then agame-actiondeploy, then the client. Older binaries let an early quit through locally, and it fails with the server's "Too soon" error. They can't play a card in progress.Testing
npm run typecheck,npm run lint,npm run check:expo,npm run typecheck:edge,npm run test:edge(65),npm run test(228).npm run test:integration:supabase(49 passed) on an isolated local stack:played_out_at, the rating and completion time stay unchanged, the matchup high and both boards update, the play-out feats are awarded, and the quitter gains none.played_out_at, reaches the board, and earns its feats, andfinish_cardreports nothing left to finish.state->rageQuit->>playOutfilter against the local stack: it returns only the card in progress.🤖 Generated with Claude Code