checkAllPlayersReady() set the session to PLAYING and cleared/updated its
timer in memory but never flushed, relying on callers to do so. The
toggleReady() caller flushed right after, but GameController::index()'s
lazy catch-up call did not - so if the "everyone ready" transition was
only detected on a page load (e.g. players didn't click ready within the
same 60s window), the terminal would render for that one request from the
in-memory state, letting the game be played entirely through the
unguarded message API, while the database silently kept the session on
'ready' with timer 0 forever. This made sessions invisible to the mainframe
hint cron and the admin "running sessions" count. Moved the flush inside
checkAllPlayersReady() itself so both callers persist reliably.
Also chmod the logrotate configs after COPY in the Dockerfile, since
their on-disk mode ended up group-writable (0664) depending on the
build host's umask, which made logrotate refuse to use them.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- Game1 terminal: flesh out the virtual filesystem with a realistic
spread of Linux directories/files (~70 dirs, ~140 files) so it no
longer reads as an obviously small puzzle set, without touching any
win-condition or rapport files.
- Add app:hints:check command + a php-cron container (BusyBox crond)
that nudges players who haven't contacted every teammate 5 minutes
into a session, via a new 'hint' Mercure message type.
- Log the cron command's output to var/log/cron/cron.log and rotate
it (25MB / 90 days) via logrotate, run daily from the same crontab.
- Redirect PHP's error_log and Symfony's prod app/deprecation logs
from stderr-only into var/log/php/*.log (kept alongside stderr),
with the same rotation policy.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>