- Pause snapshot used Math.floor while the client display used Math.ceil, causing the visible clock to round down by 1s on pause click - draft-state-sync also used Math.floor for reconnecting clients - Extract msToSeconds() to app/lib/draft-timer.ts as the single source of truth for all ms→seconds conversions across server and client Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
145 lines
5.5 KiB
TypeScript
145 lines
5.5 KiB
TypeScript
/**
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* Pure utility functions for the draft clock/timer system.
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* Extracted here to be independently testable and shared across
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* route handlers and UI components.
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*
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* Clock model (chess-clock / Fischer increment):
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* - Draft start: every team receives `initialTime` as their bank.
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* - While on the clock: the active team's bank counts down each second.
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* - After a pick is made: the picker's bank += `incrementTime`.
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* - Between turns: all other teams' banks are left untouched.
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*/
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/**
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* Formats a HH:MM time string as 12-hour time with AM/PM.
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* e.g. "23:00" → "11:00 PM", "07:30" → "7:30 AM"
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*/
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export function formatTime12h(t: string): string {
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const [h, m] = t.split(":").map(Number);
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const ap = (h || 0) >= 12 ? "PM" : "AM";
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return `${(h || 0) % 12 || 12}:${String(m || 0).padStart(2, "0")} ${ap}`;
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}
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/**
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* Formats a seconds value for display.
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* undefined → "--:--"
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* < 3600 s → "m:ss"
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* >= 3600 s → "h:mm:ss"
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*/
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export function formatClockTime(seconds: number | undefined): string {
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if (seconds === undefined) return "--:--";
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const clamped = Math.max(0, seconds); // guard against negative values from timer drift
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const h = Math.floor(clamped / 3600);
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const m = Math.floor((clamped % 3600) / 60);
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const s = clamped % 60;
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if (h > 0)
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return `${h}:${String(m).padStart(2, "0")}:${String(s).padStart(2, "0")}`;
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return `${m}:${String(s).padStart(2, "0")}`;
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}
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/**
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* Returns a team's new bank time after they complete a pick.
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* The increment is the post-pick reward (chess clock model).
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*
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* @param bankTime Current remaining seconds in the team's bank
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* @param incrementTime Bonus seconds awarded after each pick
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*/
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export function calculateTimeAfterPick(
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bankTime: number,
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incrementTime: number
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): number {
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return bankTime + incrementTime;
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}
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/** Pure preset data for chess-clock mode — the single source of truth shared with DraftSpeedPicker. */
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export const CHESS_CLOCK_PRESETS: { value: string; bankSec: number; incrSec: number }[] = [
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{ value: "fast", bankSec: 60, incrSec: 10 },
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{ value: "standard", bankSec: 120, incrSec: 15 },
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{ value: "slow", bankSec: 28800, incrSec: 3600 },
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{ value: "very-slow", bankSec: 43200, incrSec: 3600 },
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];
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/**
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* Converts a draftSpeed form value + timerMode into DB time fields.
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*
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* Standard mode: speed is raw seconds (the per-pick time); both fields equal it.
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* Chess clock mode: speed is a named preset that maps to (initial bank, increment).
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*/
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export function parseDraftSpeed(
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draftSpeed: string | null,
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draftTimerMode: "chess_clock" | "standard"
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): { draftInitialTime: number; draftIncrementTime: number } {
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if (draftTimerMode === "standard") {
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const seconds = parseInt(draftSpeed ?? "", 10);
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const time = isNaN(seconds) ? 90 : seconds;
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return { draftInitialTime: time, draftIncrementTime: time };
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}
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if (draftSpeed?.startsWith("custom:")) {
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const [, bankStr, incrStr] = draftSpeed.split(":");
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const bank = parseInt(bankStr ?? "", 10);
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const incr = parseInt(incrStr ?? "", 10);
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if (!isNaN(bank) && !isNaN(incr)) return { draftInitialTime: bank, draftIncrementTime: incr };
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}
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const preset = CHESS_CLOCK_PRESETS.find((p) => p.value === draftSpeed);
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if (preset) return { draftInitialTime: preset.bankSec, draftIncrementTime: preset.incrSec };
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// Unknown/null speed — fall back to "standard" preset
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return { draftInitialTime: 120, draftIncrementTime: 15 };
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}
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type DraftSpeedSource = {
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draftTimerMode?: "chess_clock" | "standard" | null;
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draftInitialTime?: number | null;
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draftIncrementTime?: number | null;
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} | null | undefined;
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/**
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* Derives the draftSpeed UI value (preset key or "custom:{bank}:{incr}") from
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* saved DB fields. Used to initialise and reset the DraftSpeedPicker.
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*/
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export function getInitialDraftSpeed(season: DraftSpeedSource): string {
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const mode = season?.draftTimerMode ?? "chess_clock";
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if (mode === "standard") return season?.draftIncrementTime?.toString() ?? "90";
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const preset = CHESS_CLOCK_PRESETS.find(
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(p) => p.bankSec === season?.draftInitialTime && p.incrSec === season?.draftIncrementTime
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);
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if (preset) return preset.value;
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if (season?.draftInitialTime !== null && season?.draftInitialTime !== undefined &&
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season?.draftIncrementTime !== null && season?.draftIncrementTime !== undefined) {
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return `custom:${season.draftInitialTime}:${season.draftIncrementTime}`;
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}
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return "standard";
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}
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/** Converts a millisecond duration to whole seconds, always rounding up. */
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export function msToSeconds(ms: number): number {
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return Math.max(0, Math.ceil(ms / 1000));
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}
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/**
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* Anchors a server-provided remaining-seconds value to the local client clock.
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* Use this everywhere we convert timeRemaining → an expiresAt timestamp so the
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* logic stays consistent across event handlers and initial state.
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*/
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export function clientExpiresAt(timeRemaining: number): number {
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return Date.now() + timeRemaining * 1000;
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}
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/**
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* Returns the Tailwind colour class(es) for a timer value.
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*
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* > 60 s → green (plenty of time)
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* > 30 s → amber (getting tight)
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* > 10 s → coral (urgent)
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* ≤ 10 s → coral + animate-pulse (critical)
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* undefined → muted (clock not running)
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*/
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export function getTimerColorClass(seconds: number | undefined): string {
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if (seconds === undefined) return "text-muted-foreground";
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if (seconds > 60) return "text-emerald-400";
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if (seconds > 30) return "text-amber-accent";
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if (seconds > 10) return "text-coral-accent";
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return "text-coral-accent animate-pulse";
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}
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