Occasionally, noticeably on the draw phase, the timer fully counts down but a player may stay stuck in the draw phase. This usually results in confused chalk chains at the end of the game.
I suspect this happens because all phases share a notReady node. It is theoretically possible for a player to miss a notReady empty notification if a player lags and other players add themselves to notReady for the next room.
Switch to a unique notReady node for each phase so that players "can't" get blocked on players in a different phase.
Occasionally, noticeably on the draw phase, the timer fully counts down but a player may stay stuck in the draw phase. This usually results in confused chalk chains at the end of the game.
I suspect this happens because all phases share a notReady node. It is theoretically possible for a player to miss a notReady empty notification if a player lags and other players add themselves to notReady for the next room.
Switch to a unique notReady node for each phase so that players "can't" get blocked on players in a different phase.