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schedule.ts polls MiniGameOpeningState for the HUD rows and sets `sentAtMs` so that `takeOpeningState` treats the answer as its own and shows nothing. The layer's `reset()` (called on every map change) cleared `sentAtMs`. Loading the map blocks the main thread, so the answer to a poll sent just before the warp is only handled after the reset; it was then taken for a ticket's answer and the "After N minutes you may enter Chaos Castle." prompt popped up on its own. `reset()` now leaves `sentAtMs` alone (an unanswered request already expires after ANSWER_TIMEOUT_MS). Test added: it fails without the change.
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Problem
After changing map, the "After N minutes you may enter Chaos Castle." prompt sometimes popped up on its own.
Cause
schedule.tspollsMiniGameOpeningStatefor the event HUD rows and setssentAtMs, so thattakeOpeningStaterecognises the answer as its own and the Blood/Devil/Chaos handlers show nothing. The layer'sreset(), called on every map change, clearedsentAtMs. Loading the map blocks the main thread, so the answer to a poll sent just before the warp is only handled after the reset. It was then taken for the answer to a ticket click and the Chaos Castle handler opened its prompt.Fix
reset()leavessentAtMsalone. A request that is never answered still expires afterANSWER_TIMEOUT_MS, and the 30 s request floor is unchanged.Tests
src/modules/events/scheduleWarp.test.ts: poll,reset(), then the answer arrives; no prompt is raised (fails without the change). A second case checks that an answer nobody asked for still raises the prompt, so the ticket path is untouched. All 42 tests insrc/modules/eventspass.🤖 Generated with Claude Code