Fix active and match timer drift between status polls
Persist occupancy transitions with telemetry and carry timer anchors through live updates. Cover delayed polling, lobby rejoining, and lifecycle boundaries with regression tests. Fixes #47
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@@ -23,6 +23,14 @@ Historical scoreboards remain visible and are labeled separately from live count
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RCON diagnostics retain their own results. Telemetry does not report ping or player
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capacity, so those fields remain unknown in telemetry-only observations.
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**Active** measures time since the lobby was first observed with players;
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**Match** measures time since the script's `game_start` was received. Telemetry
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records occupancy changes immediately, so a later heartbeat or status poll does
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not move the active timer forward. A new match keeps the active timer if the
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lobby stays occupied. An empty report clears the match timer and begins the
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inactive period; a later join begins a new active period. These are observed
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times, not exact player connection timestamps.
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## Fleet overview
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Fleet searches server names, map names, and the full player roster. Filter occupied,
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