brackt/server/socket.ts

344 lines
12 KiB
TypeScript
Raw Normal View History

import { Server as SocketIOServer, Socket } from "socket.io";
import type { Server as HTTPServer } from "http";
fix: harden draft timer system with race-condition safety and DRY refactor (#34) - Fix settings action silently resetting timer values when draft speed select is disabled (add null guard before overwriting draftInitialTime/ draftIncrementTime) - Make timer decrement and pick increment atomic using SQL expressions to prevent read-modify-write races between the timer loop and HTTP handlers - Add UNIQUE INDEX on (season_id, pick_number) in draft_picks to prevent duplicate picks from concurrent requests (TOCTOU guard) - Add socket join-draft team ownership validation via DB query - Add iteration cap to autodraft chain while loop (max = totalTeams) - Add draftPaused re-check before firing autodraft chain in make-pick and force-manual-pick - Consolidate all snake draft calculations into calculatePickInfo (DRY); remove duplicated logic from timer.ts, make-pick, force-manual-pick, executeAutoPick, and checkAndTriggerNextAutodraft - Fix calculatePickInfo to return snake-adjusted pickInRound matching draftOrder values instead of raw pre-snake value - Fix timer-update socket events to emit nextPickNumber after a pick instead of the already-completed currentPickNumber - Fix force-manual-pick to validate submitted teamId matches the team whose turn it actually is at the given pick number - Replace inline timer init in draft.start with deleteSeasonTimers + initializeDraftTimers model functions (dead code fix) - Fix draft loader to not crash when getTeamQueue fails (returns []) - Fix misleading 403 message for commissioner picks - Remove dead hidden inputs from league settings form - Document connectedTeams single-instance limitation in socket.ts Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-23 23:23:24 -08:00
import { drizzle } from "drizzle-orm/postgres-js";
import type { PostgresJsDatabase } from "drizzle-orm/postgres-js";
import postgres from "postgres";
import * as schema from "~/database/schema";
fix: guard against stale revalidation overwriting fresh socket data Add a reference-equality check so that if HTTP revalidation fails (network error, expired token), the sync effect does not overwrite fresh data that draft-state-sync already applied. Also adds missing dependency array entries (userQueue, timers, autodraftSettings) to the revalidation sync effect. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms (#48) * fix: sync all draft state on mobile reconnection After a mobile browser returns from a long background period, the draft room had stale picks, wrong "on the clock" display, and inaccurate available player lists. The root cause was that reconnection relied solely on an HTTP revalidation that could fail (expired JWT, flaky network), and the timer-update handler ignored currentPickNumber. Changes: - Server emits draft-state-sync on join-draft with full picks, timers, and season state, giving the client an immediate socket-based sync path that doesn't depend on HTTP revalidation - timer-update handler now syncs currentPickNumber, fixing the "on the clock" display within 1 second of reconnection - Revalidation retry with 3s delay ensures the HTTP path succeeds even when the network is slow to stabilize on mobile return - Revalidation completion now also syncs teamTimers and autodraftStatus - Added draft-state-sync client handler that applies the server snapshot immediately (skipped when revalidation is in-flight to avoid conflicts) Tests: 32 new tests covering reconnection sync, pick buffering/merge, timer-update currentPickNumber sync, draft-state-sync handling, available player filtering, on-the-clock correctness, and revalidation retry logic. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms * fix: guard against stale revalidation overwriting fresh socket data Add a reference-equality check so that if HTTP revalidation fails (network error, expired token), the sync effect does not overwrite fresh data that draft-state-sync already applied. Also adds missing dependency array entries (userQueue, timers, autodraftSettings) to the revalidation sync effect. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms --------- Co-authored-by: Claude <noreply@anthropic.com>
2026-03-01 12:23:24 -08:00
import { eq, and, asc } from "drizzle-orm";
fix: harden draft timer system with race-condition safety and DRY refactor (#34) - Fix settings action silently resetting timer values when draft speed select is disabled (add null guard before overwriting draftInitialTime/ draftIncrementTime) - Make timer decrement and pick increment atomic using SQL expressions to prevent read-modify-write races between the timer loop and HTTP handlers - Add UNIQUE INDEX on (season_id, pick_number) in draft_picks to prevent duplicate picks from concurrent requests (TOCTOU guard) - Add socket join-draft team ownership validation via DB query - Add iteration cap to autodraft chain while loop (max = totalTeams) - Add draftPaused re-check before firing autodraft chain in make-pick and force-manual-pick - Consolidate all snake draft calculations into calculatePickInfo (DRY); remove duplicated logic from timer.ts, make-pick, force-manual-pick, executeAutoPick, and checkAndTriggerNextAutodraft - Fix calculatePickInfo to return snake-adjusted pickInRound matching draftOrder values instead of raw pre-snake value - Fix timer-update socket events to emit nextPickNumber after a pick instead of the already-completed currentPickNumber - Fix force-manual-pick to validate submitted teamId matches the team whose turn it actually is at the given pick number - Replace inline timer init in draft.start with deleteSeasonTimers + initializeDraftTimers model functions (dead code fix) - Fix draft loader to not crash when getTeamQueue fails (returns []) - Fix misleading 403 message for commissioner picks - Remove dead hidden inputs from league settings form - Document connectedTeams single-instance limitation in socket.ts Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-23 23:23:24 -08:00
// Lazy-initialized DB for socket-level validation queries (team ownership checks)
let _socketDb: PostgresJsDatabase<typeof schema> | null = null;
function getSocketDb(): PostgresJsDatabase<typeof schema> {
if (!_socketDb) {
const url = process.env.DATABASE_URL;
if (!url) throw new Error("DATABASE_URL is required");
_socketDb = drizzle(postgres(url), { schema });
}
return _socketDb;
}
// Socket event types
interface ServerToClientEvents {
"test-message": (data: {
originalMessage: any;
serverResponse: string;
serverTimestamp: string;
socketId: string;
}) => void;
"pick-made": (data: any) => void;
"draft-started": (data: { seasonId: string; currentPickNumber: number }) => void;
"draft-completed": () => void;
"timer-update": (data: {
seasonId: string;
teamId: string;
timeRemaining: number;
currentPickNumber: number;
}) => void;
"autodraft-updated": (data: {
teamId: string;
isEnabled: boolean;
mode: "next_pick" | "while_on";
Claude/redesign autodraft queue c4 kp r (#40) * Redesign autodraft queue system with three-state control and queue-only constraint Core Logic & Database: - Add `queue_only` boolean column to `autodraft_settings` (migration 0031) - Rename autodraft UI states: Off / Next Pick / All Picks (while_on mode maps to All Picks) - `autoPickForTeam`: respects new `queueOnly` param — skips EV fallback when enabled - `executeAutoPick`: auto-disables autodraft + emits socket event when queue empties with queueOnly ON (AC3) - `autodraft-updated` socket event now includes `queueOnly` field Mobile UI Overhaul: - Rename "Lobby" tab → "Available" (AC6) - Add new "Queue" tab to mobile bottom nav with drag-reorder, per-item Draft buttons, and autodraft controls (AC5) - Controls tab retains commissioner tools, notifications, exit; queue controls moved to Queue tab - Turn indicator appears on both Available and Queue tabs Components: - `AutodraftSettings`: replaces toggle+radio with three-state button group (Off | Next Pick | All Picks) + "Only autodraft from queue" switch (AC1, AC2) - `QueueSection`: adds `canPick` prop + per-item Draft buttons for instant drafting when on the clock Desktop (AC4): - Sidebar QueueSection unchanged in position; gains same three-state controls and Draft buttons Tests (AC7): - `autodraft.test.ts`: updated for queueOnly field and socket event shape - `timer-autodraft.test.ts`: new tests for queue-only constraint, auto-shutoff transitions, and all three autodraft states https://claude.ai/code/session_01PYhJicAStoJ2u6q6dV1naB * fix: remove erroneous ?? fallbacks in autodraft socket emissions and add autoPickForTeam tests - Remove `?? true` default on queueOnly in queue-empty auto-disable socket emit (line 488) — was dead code since the column is NOT NULL, but semantically wrong and would have caused client-side UI desync if the type ever relaxed - Remove `?? false` default on the next_pick auto-disable path for consistency - Add app/models/__tests__/auto-pick.test.ts with 6 tests covering the queueOnly constraint: empty queue, all items drafted, partial queue skip, and EV fallback Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: add missing queueOnly prop to AutodraftSettings test fixtures Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * test: rewrite AutodraftSettings tests for three-state button group UI The component was redesigned from a switch + radio buttons to Off/Next Pick/All Picks buttons with a separate queue-only Switch toggle. Updated 17 stale tests and added 5 new tests covering the queue-only toggle and the All Picks/Off button interactions. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude <noreply@anthropic.com>
2026-02-27 22:16:26 -08:00
queueOnly: boolean;
source?: "commissioner" | "user";
}) => void;
"team-connected": (data: { teamId: string }) => void;
"team-disconnected": (data: { teamId: string }) => void;
"connected-teams-list": (data: { teamIds: string[] }) => void;
Claude/fix pick timer ghll n (#29) * Fix force-manual-pick resetting next team's timer to initial time When a commissioner forced a manual pick, the next team's timer was being reset to the initial time (2 minutes) instead of carrying forward their existing time bank balance. This aligns force-manual-pick with the behavior of regular user picks and force-autopick: the picking team gets their increment added, and the next team's timer is left untouched so their bank carries forward. https://claude.ai/code/session_01X7gwWmafUSEvVHcV7Raz5p * Add regression tests for draft.force-manual-pick timer behavior 18 tests across 5 describe blocks covering: - Authorization (401/403) - Input validation (missing fields, bad participant, ineligible sport) - Successful pick (response shape, draft-complete detection, socket events) - Timer behavior (increment added to picking team, new timer creation, additive not reset) - Two regression tests confirming the next team's timer is never touched: draftTimers.findFirst called exactly once, no timer-update emitted for next team, db.update called exactly twice (not three times) https://claude.ai/code/session_01X7gwWmafUSEvVHcV7Raz5p * Add TypeScript types and improve draft validation (#28) * Code review fixes: type safety, security hardening, and dead code removal - Fix Socket.IO event types: draft-paused and draft-resumed were typed as () => void but are emitted with { seasonId, paused } data payloads - Fix draft.force-manual-pick: add missing season.status === "draft" guard so commissioners cannot force picks outside an active draft; add duplicate pick-number check so a slot cannot be assigned two picks (the previous code only checked participant uniqueness, not slot uniqueness) - Replace args: any with ActionFunctionArgs / Route.LoaderArgs across all API routes and league loaders; replace (auth as any).userId casts with proper const { userId } = await getAuth(args) destructuring - Remove unused isSnakeDraft = true dead variable from draft.make-pick - Replace autodraftSettings: any and draftSlots: any[] in draft-utils with properly typed InferSelectModel / DraftSlot types - Update force-manual-pick tests: sequence draftPicks.findFirst mock for the two-call flow; add new tests for status-check and slot-uniqueness https://claude.ai/code/session_01FKq2gPFYpgdfxr8cw4Z2AZ * Fix RouterContextProvider type errors in action test files Cast context argument to RouterContextProvider in test helpers so ActionFunctionArgs strict typing is satisfied without weakening the production action signatures back to any. https://claude.ai/code/session_01FKq2gPFYpgdfxr8cw4Z2AZ --------- Co-authored-by: Claude <noreply@anthropic.com> --------- Co-authored-by: Claude <noreply@anthropic.com>
2026-02-22 19:29:29 -08:00
"draft-paused": (data: { seasonId: string; paused: boolean }) => void;
"draft-resumed": (data: { seasonId: string; paused: boolean }) => void;
"participant-removed-from-queues": (data: { participantId: string }) => void;
"queue-updated": (data: { queue: Array<{ id: string; teamId: string; seasonId: string; participantId: string; queuePosition: number }> }) => void;
fix: guard against stale revalidation overwriting fresh socket data Add a reference-equality check so that if HTTP revalidation fails (network error, expired token), the sync effect does not overwrite fresh data that draft-state-sync already applied. Also adds missing dependency array entries (userQueue, timers, autodraftSettings) to the revalidation sync effect. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms (#48) * fix: sync all draft state on mobile reconnection After a mobile browser returns from a long background period, the draft room had stale picks, wrong "on the clock" display, and inaccurate available player lists. The root cause was that reconnection relied solely on an HTTP revalidation that could fail (expired JWT, flaky network), and the timer-update handler ignored currentPickNumber. Changes: - Server emits draft-state-sync on join-draft with full picks, timers, and season state, giving the client an immediate socket-based sync path that doesn't depend on HTTP revalidation - timer-update handler now syncs currentPickNumber, fixing the "on the clock" display within 1 second of reconnection - Revalidation retry with 3s delay ensures the HTTP path succeeds even when the network is slow to stabilize on mobile return - Revalidation completion now also syncs teamTimers and autodraftStatus - Added draft-state-sync client handler that applies the server snapshot immediately (skipped when revalidation is in-flight to avoid conflicts) Tests: 32 new tests covering reconnection sync, pick buffering/merge, timer-update currentPickNumber sync, draft-state-sync handling, available player filtering, on-the-clock correctness, and revalidation retry logic. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms * fix: guard against stale revalidation overwriting fresh socket data Add a reference-equality check so that if HTTP revalidation fails (network error, expired token), the sync effect does not overwrite fresh data that draft-state-sync already applied. Also adds missing dependency array entries (userQueue, timers, autodraftSettings) to the revalidation sync effect. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms --------- Co-authored-by: Claude <noreply@anthropic.com>
2026-03-01 12:23:24 -08:00
"draft-state-sync": (data: {
currentPickNumber: number;
isPaused: boolean;
status: string;
picks: Array<{
id: string;
pickNumber: number;
round: number;
pickInRound: number;
timeUsed: number;
team: any;
participant: any;
sport: any;
}>;
timers: Array<{
teamId: string;
timeRemaining: number;
}>;
queue?: Array<{
id: string;
teamId: string;
seasonId: string;
participantId: string;
queuePosition: number;
}>;
fix: guard against stale revalidation overwriting fresh socket data Add a reference-equality check so that if HTTP revalidation fails (network error, expired token), the sync effect does not overwrite fresh data that draft-state-sync already applied. Also adds missing dependency array entries (userQueue, timers, autodraftSettings) to the revalidation sync effect. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms (#48) * fix: sync all draft state on mobile reconnection After a mobile browser returns from a long background period, the draft room had stale picks, wrong "on the clock" display, and inaccurate available player lists. The root cause was that reconnection relied solely on an HTTP revalidation that could fail (expired JWT, flaky network), and the timer-update handler ignored currentPickNumber. Changes: - Server emits draft-state-sync on join-draft with full picks, timers, and season state, giving the client an immediate socket-based sync path that doesn't depend on HTTP revalidation - timer-update handler now syncs currentPickNumber, fixing the "on the clock" display within 1 second of reconnection - Revalidation retry with 3s delay ensures the HTTP path succeeds even when the network is slow to stabilize on mobile return - Revalidation completion now also syncs teamTimers and autodraftStatus - Added draft-state-sync client handler that applies the server snapshot immediately (skipped when revalidation is in-flight to avoid conflicts) Tests: 32 new tests covering reconnection sync, pick buffering/merge, timer-update currentPickNumber sync, draft-state-sync handling, available player filtering, on-the-clock correctness, and revalidation retry logic. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms * fix: guard against stale revalidation overwriting fresh socket data Add a reference-equality check so that if HTTP revalidation fails (network error, expired token), the sync effect does not overwrite fresh data that draft-state-sync already applied. Also adds missing dependency array entries (userQueue, timers, autodraftSettings) to the revalidation sync effect. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms --------- Co-authored-by: Claude <noreply@anthropic.com>
2026-03-01 12:23:24 -08:00
}) => void;
}
interface ClientToServerEvents {
"join-draft": (seasonId: string, teamId?: string) => void;
"leave-draft": (seasonId: string) => void;
"test-event": (data: any) => void;
}
// Global type augmentation
declare global {
var __socketIO: SocketIOServer | undefined;
}
let io: SocketIOServer<ClientToServerEvents, ServerToClientEvents> | null = null;
fix: harden draft timer system with race-condition safety and DRY refactor (#34) - Fix settings action silently resetting timer values when draft speed select is disabled (add null guard before overwriting draftInitialTime/ draftIncrementTime) - Make timer decrement and pick increment atomic using SQL expressions to prevent read-modify-write races between the timer loop and HTTP handlers - Add UNIQUE INDEX on (season_id, pick_number) in draft_picks to prevent duplicate picks from concurrent requests (TOCTOU guard) - Add socket join-draft team ownership validation via DB query - Add iteration cap to autodraft chain while loop (max = totalTeams) - Add draftPaused re-check before firing autodraft chain in make-pick and force-manual-pick - Consolidate all snake draft calculations into calculatePickInfo (DRY); remove duplicated logic from timer.ts, make-pick, force-manual-pick, executeAutoPick, and checkAndTriggerNextAutodraft - Fix calculatePickInfo to return snake-adjusted pickInRound matching draftOrder values instead of raw pre-snake value - Fix timer-update socket events to emit nextPickNumber after a pick instead of the already-completed currentPickNumber - Fix force-manual-pick to validate submitted teamId matches the team whose turn it actually is at the given pick number - Replace inline timer init in draft.start with deleteSeasonTimers + initializeDraftTimers model functions (dead code fix) - Fix draft loader to not crash when getTeamQueue fails (returns []) - Fix misleading 403 message for commissioner picks - Remove dead hidden inputs from league settings form - Document connectedTeams single-instance limitation in socket.ts Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-23 23:23:24 -08:00
// Track connected teams per season (in-memory, single-instance only).
// If the server restarts or runs as multiple instances this map resets.
// For multi-instance deployments, replace with a Redis-backed Socket.IO adapter.
const connectedTeams = new Map<string, Set<string>>(); // seasonId -> Set<teamId>
/**
* Initialize Socket.IO server
*/
export function initializeSocketIO(httpServer: HTTPServer): SocketIOServer {
if (io) {
console.log("Socket.IO already initialized");
return io;
}
// Create typed Socket.IO server
io = new SocketIOServer<ClientToServerEvents, ServerToClientEvents>(httpServer, {
// Faster dead-connection detection than the defaults (20s/25s).
// pingTimeout: how long to wait for a pong before declaring the connection dead.
// pingInterval: how often to send a ping.
// Together these detect a crashed server in ~15s instead of ~45s.
// Trade-off: more heartbeat traffic at scale; revisit if server load becomes a concern.
pingTimeout: 5000,
pingInterval: 10000,
cors: process.env.NODE_ENV === "production" && process.env.APP_URL
? {
origin: process.env.APP_URL,
credentials: true,
}
: undefined,
});
// Connection handling
io.on("connection", (socket: Socket<ClientToServerEvents, ServerToClientEvents>) => {
console.log("Client connected:", socket.id);
// Store team ID for this socket
let currentTeamId: string | undefined;
let currentSeasonId: string | undefined;
fix: harden draft timer system with race-condition safety and DRY refactor (#34) - Fix settings action silently resetting timer values when draft speed select is disabled (add null guard before overwriting draftInitialTime/ draftIncrementTime) - Make timer decrement and pick increment atomic using SQL expressions to prevent read-modify-write races between the timer loop and HTTP handlers - Add UNIQUE INDEX on (season_id, pick_number) in draft_picks to prevent duplicate picks from concurrent requests (TOCTOU guard) - Add socket join-draft team ownership validation via DB query - Add iteration cap to autodraft chain while loop (max = totalTeams) - Add draftPaused re-check before firing autodraft chain in make-pick and force-manual-pick - Consolidate all snake draft calculations into calculatePickInfo (DRY); remove duplicated logic from timer.ts, make-pick, force-manual-pick, executeAutoPick, and checkAndTriggerNextAutodraft - Fix calculatePickInfo to return snake-adjusted pickInRound matching draftOrder values instead of raw pre-snake value - Fix timer-update socket events to emit nextPickNumber after a pick instead of the already-completed currentPickNumber - Fix force-manual-pick to validate submitted teamId matches the team whose turn it actually is at the given pick number - Replace inline timer init in draft.start with deleteSeasonTimers + initializeDraftTimers model functions (dead code fix) - Fix draft loader to not crash when getTeamQueue fails (returns []) - Fix misleading 403 message for commissioner picks - Remove dead hidden inputs from league settings form - Document connectedTeams single-instance limitation in socket.ts Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-23 23:23:24 -08:00
socket.on("join-draft", async (seasonId: string, teamId?: string) => {
if (!seasonId) {
console.error("No seasonId provided for join-draft");
return;
}
socket.join(`draft-${seasonId}`);
currentSeasonId = seasonId;
console.log(`Socket ${socket.id} joined draft-${seasonId}`);
fix: harden draft timer system with race-condition safety and DRY refactor (#34) - Fix settings action silently resetting timer values when draft speed select is disabled (add null guard before overwriting draftInitialTime/ draftIncrementTime) - Make timer decrement and pick increment atomic using SQL expressions to prevent read-modify-write races between the timer loop and HTTP handlers - Add UNIQUE INDEX on (season_id, pick_number) in draft_picks to prevent duplicate picks from concurrent requests (TOCTOU guard) - Add socket join-draft team ownership validation via DB query - Add iteration cap to autodraft chain while loop (max = totalTeams) - Add draftPaused re-check before firing autodraft chain in make-pick and force-manual-pick - Consolidate all snake draft calculations into calculatePickInfo (DRY); remove duplicated logic from timer.ts, make-pick, force-manual-pick, executeAutoPick, and checkAndTriggerNextAutodraft - Fix calculatePickInfo to return snake-adjusted pickInRound matching draftOrder values instead of raw pre-snake value - Fix timer-update socket events to emit nextPickNumber after a pick instead of the already-completed currentPickNumber - Fix force-manual-pick to validate submitted teamId matches the team whose turn it actually is at the given pick number - Replace inline timer init in draft.start with deleteSeasonTimers + initializeDraftTimers model functions (dead code fix) - Fix draft loader to not crash when getTeamQueue fails (returns []) - Fix misleading 403 message for commissioner picks - Remove dead hidden inputs from league settings form - Document connectedTeams single-instance limitation in socket.ts Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-23 23:23:24 -08:00
// If teamId provided, validate it belongs to this season before tracking
if (teamId) {
fix: harden draft timer system with race-condition safety and DRY refactor (#34) - Fix settings action silently resetting timer values when draft speed select is disabled (add null guard before overwriting draftInitialTime/ draftIncrementTime) - Make timer decrement and pick increment atomic using SQL expressions to prevent read-modify-write races between the timer loop and HTTP handlers - Add UNIQUE INDEX on (season_id, pick_number) in draft_picks to prevent duplicate picks from concurrent requests (TOCTOU guard) - Add socket join-draft team ownership validation via DB query - Add iteration cap to autodraft chain while loop (max = totalTeams) - Add draftPaused re-check before firing autodraft chain in make-pick and force-manual-pick - Consolidate all snake draft calculations into calculatePickInfo (DRY); remove duplicated logic from timer.ts, make-pick, force-manual-pick, executeAutoPick, and checkAndTriggerNextAutodraft - Fix calculatePickInfo to return snake-adjusted pickInRound matching draftOrder values instead of raw pre-snake value - Fix timer-update socket events to emit nextPickNumber after a pick instead of the already-completed currentPickNumber - Fix force-manual-pick to validate submitted teamId matches the team whose turn it actually is at the given pick number - Replace inline timer init in draft.start with deleteSeasonTimers + initializeDraftTimers model functions (dead code fix) - Fix draft loader to not crash when getTeamQueue fails (returns []) - Fix misleading 403 message for commissioner picks - Remove dead hidden inputs from league settings form - Document connectedTeams single-instance limitation in socket.ts Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-23 23:23:24 -08:00
try {
const db = getSocketDb();
const team = await db.query.teams.findFirst({
where: and(eq(schema.teams.id, teamId), eq(schema.teams.seasonId, seasonId)),
});
if (!team) {
console.warn(`[Socket] join-draft rejected: team ${teamId} does not belong to season ${seasonId}`);
return;
}
} catch (err) {
console.error("[Socket] join-draft team validation failed:", err);
return;
}
currentTeamId = teamId;
socket.join(`team-${teamId}`);
// Initialize the season's connected teams set if it doesn't exist
if (!connectedTeams.has(seasonId)) {
connectedTeams.set(seasonId, new Set());
}
// Get current connected teams for this season
const seasonConnectedTeams = connectedTeams.get(seasonId)!;
// Send the list of already-connected teams to this socket
socket.emit("connected-teams-list", { teamIds: Array.from(seasonConnectedTeams) });
// Add this team to the connected teams set
seasonConnectedTeams.add(teamId);
// Broadcast to everyone else that this team connected
io!.to(`draft-${seasonId}`).emit("team-connected", { teamId });
console.log(`Team ${teamId} connected to draft-${seasonId}. Total connected: ${seasonConnectedTeams.size}`);
}
fix: guard against stale revalidation overwriting fresh socket data Add a reference-equality check so that if HTTP revalidation fails (network error, expired token), the sync effect does not overwrite fresh data that draft-state-sync already applied. Also adds missing dependency array entries (userQueue, timers, autodraftSettings) to the revalidation sync effect. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms (#48) * fix: sync all draft state on mobile reconnection After a mobile browser returns from a long background period, the draft room had stale picks, wrong "on the clock" display, and inaccurate available player lists. The root cause was that reconnection relied solely on an HTTP revalidation that could fail (expired JWT, flaky network), and the timer-update handler ignored currentPickNumber. Changes: - Server emits draft-state-sync on join-draft with full picks, timers, and season state, giving the client an immediate socket-based sync path that doesn't depend on HTTP revalidation - timer-update handler now syncs currentPickNumber, fixing the "on the clock" display within 1 second of reconnection - Revalidation retry with 3s delay ensures the HTTP path succeeds even when the network is slow to stabilize on mobile return - Revalidation completion now also syncs teamTimers and autodraftStatus - Added draft-state-sync client handler that applies the server snapshot immediately (skipped when revalidation is in-flight to avoid conflicts) Tests: 32 new tests covering reconnection sync, pick buffering/merge, timer-update currentPickNumber sync, draft-state-sync handling, available player filtering, on-the-clock correctness, and revalidation retry logic. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms * fix: guard against stale revalidation overwriting fresh socket data Add a reference-equality check so that if HTTP revalidation fails (network error, expired token), the sync effect does not overwrite fresh data that draft-state-sync already applied. Also adds missing dependency array entries (userQueue, timers, autodraftSettings) to the revalidation sync effect. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms --------- Co-authored-by: Claude <noreply@anthropic.com>
2026-03-01 12:23:24 -08:00
// Send full draft state to the joining client so it can sync immediately.
// This is critical for mobile reconnection: the client may have been in the
// background for minutes/hours and missed many picks. The revalidate() path
// (HTTP loader re-fetch) covers this too, but it can fail due to expired auth
// tokens or flaky mobile networks. This socket-based sync provides an
// additional, more reliable path since the socket is already connected.
try {
const db = getSocketDb();
const [seasonData, picks, timerRows, queueItems] = await Promise.all([
fix: guard against stale revalidation overwriting fresh socket data Add a reference-equality check so that if HTTP revalidation fails (network error, expired token), the sync effect does not overwrite fresh data that draft-state-sync already applied. Also adds missing dependency array entries (userQueue, timers, autodraftSettings) to the revalidation sync effect. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms (#48) * fix: sync all draft state on mobile reconnection After a mobile browser returns from a long background period, the draft room had stale picks, wrong "on the clock" display, and inaccurate available player lists. The root cause was that reconnection relied solely on an HTTP revalidation that could fail (expired JWT, flaky network), and the timer-update handler ignored currentPickNumber. Changes: - Server emits draft-state-sync on join-draft with full picks, timers, and season state, giving the client an immediate socket-based sync path that doesn't depend on HTTP revalidation - timer-update handler now syncs currentPickNumber, fixing the "on the clock" display within 1 second of reconnection - Revalidation retry with 3s delay ensures the HTTP path succeeds even when the network is slow to stabilize on mobile return - Revalidation completion now also syncs teamTimers and autodraftStatus - Added draft-state-sync client handler that applies the server snapshot immediately (skipped when revalidation is in-flight to avoid conflicts) Tests: 32 new tests covering reconnection sync, pick buffering/merge, timer-update currentPickNumber sync, draft-state-sync handling, available player filtering, on-the-clock correctness, and revalidation retry logic. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms * fix: guard against stale revalidation overwriting fresh socket data Add a reference-equality check so that if HTTP revalidation fails (network error, expired token), the sync effect does not overwrite fresh data that draft-state-sync already applied. Also adds missing dependency array entries (userQueue, timers, autodraftSettings) to the revalidation sync effect. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms --------- Co-authored-by: Claude <noreply@anthropic.com>
2026-03-01 12:23:24 -08:00
db.query.seasons.findFirst({
where: eq(schema.seasons.id, seasonId),
}),
db
.select({
id: schema.draftPicks.id,
pickNumber: schema.draftPicks.pickNumber,
round: schema.draftPicks.round,
pickInRound: schema.draftPicks.pickInRound,
timeUsed: schema.draftPicks.timeUsed,
team: schema.teams,
participant: schema.participants,
sport: schema.sports,
})
.from(schema.draftPicks)
.innerJoin(schema.teams, eq(schema.draftPicks.teamId, schema.teams.id))
.innerJoin(
schema.participants,
eq(schema.draftPicks.participantId, schema.participants.id)
)
.innerJoin(
schema.sportsSeasons,
eq(schema.participants.sportsSeasonId, schema.sportsSeasons.id)
)
.innerJoin(
schema.sports,
eq(schema.sportsSeasons.sportId, schema.sports.id)
)
.where(eq(schema.draftPicks.seasonId, seasonId))
.orderBy(asc(schema.draftPicks.pickNumber)),
db.query.draftTimers.findMany({
where: eq(schema.draftTimers.seasonId, seasonId),
}),
teamId
? db.query.draftQueue.findMany({
where: and(
eq(schema.draftQueue.teamId, teamId),
eq(schema.draftQueue.seasonId, seasonId)
),
orderBy: asc(schema.draftQueue.queuePosition),
})
: Promise.resolve([]),
fix: guard against stale revalidation overwriting fresh socket data Add a reference-equality check so that if HTTP revalidation fails (network error, expired token), the sync effect does not overwrite fresh data that draft-state-sync already applied. Also adds missing dependency array entries (userQueue, timers, autodraftSettings) to the revalidation sync effect. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms (#48) * fix: sync all draft state on mobile reconnection After a mobile browser returns from a long background period, the draft room had stale picks, wrong "on the clock" display, and inaccurate available player lists. The root cause was that reconnection relied solely on an HTTP revalidation that could fail (expired JWT, flaky network), and the timer-update handler ignored currentPickNumber. Changes: - Server emits draft-state-sync on join-draft with full picks, timers, and season state, giving the client an immediate socket-based sync path that doesn't depend on HTTP revalidation - timer-update handler now syncs currentPickNumber, fixing the "on the clock" display within 1 second of reconnection - Revalidation retry with 3s delay ensures the HTTP path succeeds even when the network is slow to stabilize on mobile return - Revalidation completion now also syncs teamTimers and autodraftStatus - Added draft-state-sync client handler that applies the server snapshot immediately (skipped when revalidation is in-flight to avoid conflicts) Tests: 32 new tests covering reconnection sync, pick buffering/merge, timer-update currentPickNumber sync, draft-state-sync handling, available player filtering, on-the-clock correctness, and revalidation retry logic. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms * fix: guard against stale revalidation overwriting fresh socket data Add a reference-equality check so that if HTTP revalidation fails (network error, expired token), the sync effect does not overwrite fresh data that draft-state-sync already applied. Also adds missing dependency array entries (userQueue, timers, autodraftSettings) to the revalidation sync effect. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms --------- Co-authored-by: Claude <noreply@anthropic.com>
2026-03-01 12:23:24 -08:00
]);
if (seasonData) {
socket.emit("draft-state-sync", {
currentPickNumber: seasonData.currentPickNumber || 1,
isPaused: seasonData.draftPaused || false,
status: seasonData.status,
picks,
timers: timerRows.map((t) => ({
teamId: t.teamId,
timeRemaining: t.timeRemaining,
})),
queue: teamId ? queueItems : undefined,
fix: guard against stale revalidation overwriting fresh socket data Add a reference-equality check so that if HTTP revalidation fails (network error, expired token), the sync effect does not overwrite fresh data that draft-state-sync already applied. Also adds missing dependency array entries (userQueue, timers, autodraftSettings) to the revalidation sync effect. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms (#48) * fix: sync all draft state on mobile reconnection After a mobile browser returns from a long background period, the draft room had stale picks, wrong "on the clock" display, and inaccurate available player lists. The root cause was that reconnection relied solely on an HTTP revalidation that could fail (expired JWT, flaky network), and the timer-update handler ignored currentPickNumber. Changes: - Server emits draft-state-sync on join-draft with full picks, timers, and season state, giving the client an immediate socket-based sync path that doesn't depend on HTTP revalidation - timer-update handler now syncs currentPickNumber, fixing the "on the clock" display within 1 second of reconnection - Revalidation retry with 3s delay ensures the HTTP path succeeds even when the network is slow to stabilize on mobile return - Revalidation completion now also syncs teamTimers and autodraftStatus - Added draft-state-sync client handler that applies the server snapshot immediately (skipped when revalidation is in-flight to avoid conflicts) Tests: 32 new tests covering reconnection sync, pick buffering/merge, timer-update currentPickNumber sync, draft-state-sync handling, available player filtering, on-the-clock correctness, and revalidation retry logic. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms * fix: guard against stale revalidation overwriting fresh socket data Add a reference-equality check so that if HTTP revalidation fails (network error, expired token), the sync effect does not overwrite fresh data that draft-state-sync already applied. Also adds missing dependency array entries (userQueue, timers, autodraftSettings) to the revalidation sync effect. https://claude.ai/code/session_01JxJ1CYTiFWV4KTPxTnjrms --------- Co-authored-by: Claude <noreply@anthropic.com>
2026-03-01 12:23:24 -08:00
});
}
} catch (err) {
console.error("[Socket] draft-state-sync query failed:", err);
// Non-fatal — the client will fall back to HTTP revalidation
}
});
socket.on("leave-draft", (seasonId: string) => {
if (!seasonId) return;
socket.leave(`draft-${seasonId}`);
console.log(`Socket ${socket.id} left draft-${seasonId}`);
// Emit disconnection event if team was tracked
if (currentTeamId) {
socket.leave(`team-${currentTeamId}`);
// Remove team from connected teams tracking
const seasonConnectedTeams = connectedTeams.get(seasonId);
if (seasonConnectedTeams) {
seasonConnectedTeams.delete(currentTeamId);
console.log(`Team ${currentTeamId} removed from tracking. Remaining: ${seasonConnectedTeams.size}`);
// Clean up empty sets
if (seasonConnectedTeams.size === 0) {
connectedTeams.delete(seasonId);
}
}
io!.to(`draft-${seasonId}`).emit("team-disconnected", { teamId: currentTeamId });
console.log(`Team ${currentTeamId} disconnected from draft-${seasonId}`);
}
});
socket.on("test-event", (data: any) => {
console.log("📨 Received test-event from client:", socket.id, data);
socket.emit("test-message", {
originalMessage: data,
serverResponse: "Hello from server!",
serverTimestamp: new Date().toISOString(),
socketId: socket.id,
});
console.log("✅ Sent test-message response to client:", socket.id);
});
socket.on("disconnect", () => {
console.log("Client disconnected:", socket.id);
// Emit disconnection event if team was tracked
if (currentTeamId && currentSeasonId) {
// Remove team from connected teams tracking
const seasonConnectedTeams = connectedTeams.get(currentSeasonId);
if (seasonConnectedTeams) {
seasonConnectedTeams.delete(currentTeamId);
console.log(`Team ${currentTeamId} removed from tracking on disconnect. Remaining: ${seasonConnectedTeams.size}`);
// Clean up empty sets
if (seasonConnectedTeams.size === 0) {
connectedTeams.delete(currentSeasonId);
}
}
io!.to(`draft-${currentSeasonId}`).emit("team-disconnected", { teamId: currentTeamId });
console.log(`Team ${currentTeamId} disconnected from draft-${currentSeasonId}`);
}
});
});
// Store globally for route handlers
global.__socketIO = io;
console.log("Socket.IO initialized");
// Start the draft timer system (async import but don't await)
import("./timer").then(({ startDraftTimerSystem }) => {
startDraftTimerSystem();
}).catch((error) => {
console.error("Failed to start timer system:", error);
});
// Start the daily snapshot system
import("./snapshots").then(({ startSnapshotSystem }) => {
startSnapshotSystem();
}).catch((error) => {
console.error("Failed to start snapshot system:", error);
});
return io;
}
/**
* Get the Socket.IO server instance
*/
export function getSocketIO(): SocketIOServer {
const instance = io || global.__socketIO;
if (!instance) {
throw new Error("Socket.IO not initialized. Call initializeSocketIO first.");
}
return instance;
}