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Author SHA1 Message Date
Chris Parsons
677b8ce816 Fix three timer-pause gaps found in code review
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- pauseDraftOnError now calls onDraftPaused() before emitting so the
  error-path pause carries the same snapshotted timer data as the
  manual-pause route (fixes inconsistency between the two paths)
- Parallelize DB updates in onDraftPaused with Promise.all instead of
  sequential awaits
- Extract clientExpiresAt() helper to draft-timer.ts and use it in all
  three places that re-anchor timeRemaining to the client clock, replacing
  duplicated Date.now() + timeRemaining * 1000 expressions

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-06 08:52:04 -07:00
f96c8f5244 Fix draft timer: broadcasts, increments, reconnect sync, overnight pause (#72)
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## Summary

- **Timer bank broadcasts**: emit `timer-bank-updated` after every pick so all clients immediately see the updated bank instead of waiting for the next `timer-pick-started`
- **Increment accuracy**: capture `pickMadeAt` at route entry (before auth/DB overhead) and use `Math.ceil` so credited seconds always match the client countdown display
- **Race condition fix**: hold `schedulingInProgress` lock for the full timer callback to prevent the recovery interval from scheduling a duplicate timeout mid-pick
- **force-autopick fix**: call `rescheduleTimer` so the next team's clock starts immediately instead of waiting for the old timeout to naturally expire
- **adjust-time-bank fix**: for on-clock teams, shift `picksExpiresAt` by the adjustment and reschedule so the client countdown updates; block adjustments that would reduce the bank to zero
- **New socket events**: `timer-pick-started`, `timer-overnight-paused`, `timer-bank-updated` with full type definitions; removed dead `timer-update` event
- **Reconnect sync**: `draft-state-sync` now includes `expiresAt` for the active timer and `isOvernightPause` state so reconnecting clients see accurate countdown and pause banner immediately without a page reload
- **Room closure countdown**: capture client-side timestamp when draft completes so the "Room closes in X" countdown actually ticks down before the loader revalidates with `draftCompletedAt`
- **Countdown interval**: run at 500ms with `Math.ceil` to prevent skipped seconds under event loop pressure
- **Overnight pause UX**: `canPick` only blocks on commissioner pause — overnight pause freezes the timer but the on-clock player can still pick early
- **Overnight pause refactor**: extract `checkOvernightPause` to `server/overnight-pause-check.ts`, breaking the `timer↔socket` circular import and sharing the timezone cache across both callers with correct eviction
- **PostgreSQL type fix**: cast `varchar` owner ID to `uuid` in `getTeamTimezone` join

## Test plan

- [ ] Manual pick: all clients see bank increment immediately after pick
- [ ] Timeout pick: all clients see bank update (0 → increment); next clock starts within ~1s
- [ ] Force-autopick: next team's clock starts immediately; no "Pick already made" log
- [ ] Force-manual-pick: all clients see bank increment
- [ ] Pause while clock running: countdown freezes on all clients
- [ ] Resume: clock continues from frozen value
- [ ] adjust-time-bank on on-clock team: countdown shifts immediately
- [ ] adjust-time-bank to zero: returns 400 error
- [ ] Reconnect (socket disconnect/connect): countdown resumes for correct team
- [ ] Hard refresh mid-draft: on-clock indicator and countdown correct immediately
- [ ] Draft complete: "Room closes in X" counts down
- [ ] Overnight pause: banner shows, pick buttons still enabled, timer frozen
- [ ] `npm run test:run` — all 158 files / 2351 tests pass

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude <noreply@anthropic.com>
Co-authored-by: Chris Parsons <chrisparsons1127@gmail.com>
Reviewed-on: #72
2026-06-06 05:57:46 +00:00
Chris Parsons
d468385d90
Add auto-start draft at scheduled time (#437) (#438)
Commissioners can now opt in to having a draft start automatically at
its scheduled draftDateTime rather than requiring a manual "Start Draft"
click. The 1-second timer loop checks for eligible seasons each tick and
calls the new shared startDraft() service, which is also used by the
existing commissioner HTTP route.

- Add autoStartDraft boolean to seasons table (migration 0108)
- Extract core start logic into app/services/draft-autostart.ts so both
  the API route and the timer can call it without AsyncLocalStorage
- Add checkAndAutoStartDrafts() to the timer tick; disables autoStartDraft
  and stops retrying if no draft order is set at fire time
- Guard against null draftDateTime in both the timer query (isNotNull)
  and server actions (autoStartDraft forced false when datetime is null)
- Add "Auto-start at scheduled time" checkbox to league creation wizard
  (step 3) and league settings, gated on date+time being set
- Show countdown + "Start Now" button in draft room when auto-start is
  scheduled; reuses the existing nowForPauseCheck 1-second ticker
- Show orange warning banner on league homepage to commissioners when
  auto-start is within 1 hour and no draft order has been configured

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 23:37:29 -07:00
Chris Parsons
dbc23f14ce
Add overnight pause for draft timers (#335)
* Add overnight pause feature for draft timers

Protects players from having their pick timer expire while asleep.
Admins configure a nightly window (league-wide or per-user timezone);
the timer freezes during that window while autodraft can still fire.

Fixes #66

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Fix TS error: guard getUserDisplayName against undefined user

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-26 22:31:52 -07:00
Chris Parsons
a71e256bfd
Add CS2 Major Qualifying Points simulator and stage management (#260)
* Add CS2 Major qualifying points simulator

Implements a full CS2 Major tournament simulator with:
- 3-stage Swiss format (Opening Bo1, Elimination Bo1/Bo3, Decider all Bo3)
  + Champions Stage 8-team single-elimination (QF Bo3, SF Bo3, GF Bo5)
- Monte Carlo simulation (10,000 iterations) accumulating QP across 2 majors/season
- Sampled 24-team field per iteration: top 12 guaranteed, remaining weighted by 1/rank
- Stage 3 exits (placements 9-16) sub-ranked by W-L record (2-3 > 1-3 > 0-3)
- Stage assignments stored per-event so actual field composition drives simulation
- Admin CS Elo form for entering team Elo + HLTV world rankings
- Admin CS2 stage setup page for assigning teams to stages and tracking advancement
- Database migration: cs2_major_qualifying_points enum value + cs2_major_stage_results table
- 24 unit tests covering all exported pure functions

https://claude.ai/code/session_019w21Nkf5TvTZHH6oVHaQXR

* Consolidate Elo + ranking input into generic elo-ratings page

The darts-elo and cs-elo pages were unreachable from the admin nav,
which always links to the generic elo-ratings page. Extended elo-ratings
to conditionally show world ranking fields for simulator types that need
it (darts_bracket, cs2_major_qualifying_points), then deleted the
redundant sport-specific pages.

https://claude.ai/code/session_019w21Nkf5TvTZHH6oVHaQXR

* Consolidate server postgres connections into one shared pool

Four separate postgres() clients were open simultaneously (app, timer,
snapshots, socket), each defaulting to 10 connections, exhausting the
database's max_connections limit. Replaced with a single shared lazy-
initialized client in server/db.ts using a Proxy to defer the
DATABASE_URL check until first use (preserving test compatibility).

Also bumps the CS2 Champions Stage stochastic test from 200 → 1000
iterations to eliminate flakiness.

https://claude.ai/code/session_019w21Nkf5TvTZHH6oVHaQXR

* Fix and() bug and add Swiss loop safety guard

- cs2-major-stage.ts: markCs2StageEliminations and setCs2FinalPlacements
  were using JS && instead of Drizzle and(), causing WHERE to filter only
  by participantId (not scoringEventId), which would update rows across
  all events instead of just the target event
- cs-major-simulator.ts: add break guard in simulateSwiss while loop to
  prevent infinite loop if pairGroups returns no pairs

https://claude.ai/code/session_019w21Nkf5TvTZHH6oVHaQXR

* Fix all remaining code review issues

- cs2-major-stage.ts: use schema column reference for stageEliminated
  in markCs2StageEliminations instead of raw SQL string
- cs-major-simulator.ts: simulateOneMajor now locks in known stage
  results when a stage is complete (8 recorded eliminations), only
  simulating the remaining stages during live events
- admin event page: add CS2 Stage Setup button for cs2_major_qualifying_points
  simulator types; expose simulatorType in server loader type cast
- cs2-setup.tsx: replace document.getElementById DOM manipulation with
  React state (eliminatedChecked map) for checkbox show/hide logic;
  remove unused stageMap and unassignedParticipants variables

https://claude.ai/code/session_019w21Nkf5TvTZHH6oVHaQXR

* Fix oxlint errors: non-null assertions, sort→toSorted, unused vars

- cs-major-simulator.ts: replace 5 non-null assertions (!) with safe
  optional chaining / if-guards; replace 6 .sort() with .toSorted()
- cs2-major-stage.ts: remove unused `inArray` import
- cs2-setup.tsx: remove unused `assignedIds` variable

https://claude.ai/code/session_019w21Nkf5TvTZHH6oVHaQXR

* Fix flaky Champions Stage stochastic test

The makeTeams(8) helper creates only a 70-pt Elo spread (1800→1730).
With the Champions Stage bracket math this gives team-0 a ~19.6% win
rate — right at the 0.2 threshold, causing the test to fail ~63% of
the time in CI despite 1000 iterations.

Use 100-pt steps (1800→1100) instead, giving team-0 a ~40% win rate
and raising the assertion threshold to 0.25 for a clear safety margin.

https://claude.ai/code/session_019w21Nkf5TvTZHH6oVHaQXR

---------

Co-authored-by: Claude <noreply@anthropic.com>
2026-04-05 16:40:05 -04:00
Chris Parsons
b81089879c
Fix while_on autodraft stalling between chain bursts, fixes #190 (#222)
The chain (checkAndTriggerNextAutodraft) picks consecutive while_on teams
immediately after a pick, but is capped at totalTeams iterations. Once the
cap is hit, the next while_on team had to wait for the full timer countdown
before their pick fired — which users experienced as autodraft intermittently
not working.

Root cause fix: the timer loop now detects while_on mode and triggers the
pick immediately (≤1 s) regardless of time remaining, bypassing the
countdown. A timer-update with timeRemaining:0 is emitted first so clients
don't see a frozen timer. If the chain already handled the pick, executeAutoPick
returns "Pick already made" and the timer moves on harmlessly.

Additional fixes:
- Add timerTickRunning guard so concurrent setInterval ticks (when a chain
  takes >1 s) don't race on the same pick slot
- Use onConflictDoNothing on the draft pick INSERT in executeAutoPick so a
  DB unique-constraint collision is treated as "Pick already made" rather
  than pausing the draft
- Cache draftSlots per season in the timer loop (slots never change during
  an active draft) — eliminates one DB query per tick
- currentPickNumber || 1 → ?? 1

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 19:09:38 -07:00
Chris Parsons
789408e428
Fix chess clock increment not applied to all pick types (#67 regression) (#220)
Fixes #220

When standard draft mode was added, the chess clock increment was
accidentally restricted to owner-only picks. Commissioner, admin, and
auto-picks stopped earning the increment, causing teams that timed out
to freeze at 0s and instant-autopick every subsequent round.

Fix:
- make-pick: all pick types earn the increment in chess clock mode
- force-manual-pick: same; deduplicate standard/chess-clock branches
  into a single update with mode-selected SQL; remove now-unused
  timerSnapshot query
- draft-utils executeAutoPick: restore increment for chess clock
  auto-picks; add missing seed insert when no timer row exists
- server/timer.ts: fix fallback initialization to use draftIncrementTime
  in standard mode (was always using draftInitialTime)
- leagues/$leagueId.tsx: show Draft Timer Mode in League Info panel

Tests:
- Update draft.make-pick.timer-mode to cover owner/commissioner/admin
  in both modes (commissioner section previously asserted frozen bank)
- Add draft.force-manual-pick.timer-mode for commissioner/admin force
  picks in both modes
- Add executeAutoPick.timer for timer-triggered auto-picks in both modes
- Update draft.force-manual-pick to reflect new chess clock behavior
- Replace fragile toHaveBeenCalledTimes(2) assertions with
  toHaveBeenCalledWith checks on the timer set call

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 17:00:32 -07:00
Chris Parsons
618bc57ec1
Replace console.* with structured logger, fix no-inferrable-types (closes #98) (#199)
- Add app/lib/logger.ts: dev passes through to console; prod routes errors
  to Sentry.captureException and warnings to Sentry.captureMessage, with
  extra context preserved. Uses captureMessage (not captureException) for
  string-only args to avoid fabricated stack traces.
- Add server/logger.ts: dev passes through; prod silences log/info but
  keeps warn/error on stderr (Sentry not initialized in that process).
- Replace all console.* calls across 44 app files and 4 server files.
- Upgrade no-console from warn → error in oxlint; exempt logger files and
  scripts/** via overrides.
- Add typescript/no-inferrable-types rule; fix violations in services and
  simulators. Exempt test files (intentional string widening for switch/if
  tests would break under literal type inference).

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-21 13:41:39 -07:00
Chris Parsons
f33e39264d
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
Chris Parsons
a3ec556ecc
Refactor autodraft chain logic and improve timer handling (#25)
* Fix draft timer missing after rollback causing draft to freeze

The rollback endpoint was deleting all timers but only recreating one
for the team currently on the clock. After that team made their pick,
the next team had no timer row, causing the timer system to log
"No timer found" and skip indefinitely, freezing the draft.

Fix: recreate timers for ALL teams after a rollback, each starting at
draftInitialTime.

Also add a defensive fallback in the timer system: if a timer row is
missing for the current team during an active draft, create it at
draftInitialTime instead of skipping, so the draft can never get
permanently stuck due to a missing timer.

https://claude.ai/code/session_01YPxgcQywG57KiXj7m46gLV

* Fix rollback to not touch timers at all

Timers are each team's time bank and should not be affected by rolling
back a pick. The previous code (both original and the first fix) was
deleting all timer rows during rollback, which was the actual root cause
of the missing timer bug.

Rollback now only does what it should: delete picks from the rollback
point onwards and reset currentPickNumber. The timer system will
naturally resume for the correct team on its next tick.

Also removes the incorrect timer-update socket emit that was sending
initialTime instead of the team's actual remaining bank.

https://claude.ai/code/session_01YPxgcQywG57KiXj7m46gLV

* Fix all code review issues across timer, rollback, start, and draft-utils

server/timer.ts:
- Remove noisy per-tick console.log that fired every second per active draft
- Remove slot:any type cast (Drizzle query results are already typed)
- Fix inconsistent autodraftSettings argument in the === 0 trigger path
  to match the <= 0 path (pass null when autodraft is disabled)
- Fix infinite auto-pick loop: triggerAutoPick now returns boolean;
  on failure the draft is paused and a draft-paused socket event is
  emitted so clients and commissioners are notified. "Pick already made"
  (race condition) is treated as success, not failure.

draft.start.ts:
- Validate that draft slots exist before updating season status to draft.
  Previously a missing-slots error left the season stuck in draft status
  with no timer rows.

draft.rollback.ts:
- Guard against empty draftSlots before performing snake draft math,
  which would produce Infinity/NaN with zero teams.

draft-utils.ts:
- Convert checkAndTriggerNextAutodraft from recursive to iterative.
  The mutual recursion (executeAutoPick → checkAndTriggerNextAutodraft
  → executeAutoPick) is now a while loop, preventing unbounded call
  stack growth in all-autodraft leagues. Add chainEnabled param to
  executeAutoPick so chain calls skip spawning a second chain.
- Restructure getTopAvailableParticipant so the single-sport query is
  only built when actually needed (not thrown away in the multi-sport
  branch).
- Update misleading timeUsed comment to accurately describe that the
  stored value is the team's bank balance at pick time, not time spent.

https://claude.ai/code/session_01YPxgcQywG57KiXj7m46gLV

---------

Co-authored-by: Claude <noreply@anthropic.com>
2026-02-22 17:02:35 -08:00
Chris Parsons
f0c289353e feat: Refactor database connection handling in draft-related functions for improved flexibility 2025-10-26 20:35:55 -07:00
Chris Parsons
714ab0f484 feat: Refactor autopick logic to use unified executeAutoPick function and enhance eligibility checks 2025-10-25 10:14:36 -07:00
Chris Parsons
74aea1677b refactor: update import paths to use absolute paths for better clarity and maintainability 2025-10-24 21:20:19 -07:00
Chris Parsons
ff97e25438 feat: add autodraft status and team connection indicators to draft grid 2025-10-21 23:22:17 -07:00
Chris Parsons
a7f5df923f feat: add draft increment time and show team-specific timers in draft UI 2025-10-18 23:13:04 -07:00