         # For each room, increment the current server tick counter
         # Once we reach the required amount of server ticks for a room
         # tick, we reset the counter.
-        for id, room of Game.rooms
+        for id, room of Game.rooms when room.state == Game.State.ACTIVE
             room.tickCounter ?= 0
             room.tickCounter += 1
 


    Only modify with `setState` to avoid breakage.
    ###
    state: Game.State.STOPPED

    ###
    Current clients.

    Only modify with `addClient` and `removeClient` to avoid breakage.
    ###
    clients: {}

    ###
    Current entities.

    Only modify with `addEntity` and `removeEntity` to avoid breakage.
    ###
    entities: {}

    ###
    The current room level.


    Only modify with `setState` to avoid breakage.
    ###
    state: null

    ###
    {@inheritDoc}
    ###
    constructor: () ->
        super

        @state = Game.State.STOPPED

    ###
    Start the instance.
