034639d335b5330964b3a65fda7bd42fc109e2e8
Refines the room voice activation per user-spec: voice mirrors my_sea's window but over the seat's 7d INITIAL cost period (GateSlot.cost_current — within [filled_at, filled_at+7d), NOT the renewal grace). voice_active now needs the gate CLOSED (table_status set = ROLE_SELECT onset) + the viewer seated + MORE THAN ONE distinct gamer holding a FILLED, cost-current seat. A sole depositor — including a CARTE owner occupying all 6 seats (one gamer) — keeps voice OFF (no one to talk to); a 2nd qualifying gamer flips it on; it toggles back off once the cost period lapses into grace. Replaces the earlier phase-set gate (ROLE/SIG/SKY only) — voice now spans the whole 7d window incl. IN_GAME (the phase ceiling at SEA_SELECT made the 7d expiry unreachable). TDD: RoomVoiceActivationTest reworked (13 ITs) — active w. 6 depositors across ROLE/SIG/SKY + persists in IN_GAME; inactive for a single depositor (CARTE-all-6), flips on once a 2nd gamer qualifies, inactive when filled 8d ago (grace), inactive before the gate closes, inactive for a non-seated viewer; room-id / muted-at passthrough + active-btn markup unchanged. 736 epic+drama ITs green. [[project-my-sea-invite-voice-blueprint]] Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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