The probe's last act was a GM teleport, which never exercises the worldport a leave causes — so
it could say nothing about the scoreboard or the movement latches after one. `WOW_PROBE_BG_LEAVE=1`
swaps the flag and graveyard legs for the real thing: wait inside for the match to end, leave with
the stock `LeaveBattlefield()`, and census for 90 s across the worldport.
A solo match never reaches `min_players_per_team`, so vmangos ends it with `WINNER_NONE` about
300 s after the doors, and a non-nil winner is what the modal needs to show itself
(`BattleGround.cpp:318` is the AV exception). A census gained `SCOREFRAME IsShown=` with the three
latches that can freeze a body — `settling`, `world_stale`, `control_lost` — beside the worldport
ack, and a `moved=` column on the position so "stuck" is one number rather than an eyeball.
`PLAYER_ENTERING_WORLD` joins the tap, to see whether the world-entry event fires at all.
The tap's window is drained once per frame before the phase match, for the three in-battleground
phases, so the one-shot consume stays in `bg_probe` where `game_plugins.rs` argues for it.