I think this fix came about after Kevin did some testing by mashing on
all of the host buttons as fast as possible.
It's definitely a correct fix as far as it's true we shouldn't be
revealing anything if we're not in the REVEAL state. But I think we're
due for a better audit of what's happening to various pieces of state
on state transitions, (such as, shouldn't the interval timer get
cleared before we _leave_ the REVEAL state).
}
reveal_next() {
+ /* Don't try to reveal anything if we aren't in the reveal state. */
+ if (this.state != GameState.REVEAL) {
+ clearInterval(this.reveal_interval);
+ return;
+ }
+
if (this.reveal_index >= this.characters_to_reveal.length) {
clearInterval(this.reveal_interval);
this.broadcast_event("character-reveal", '{"character":""}');