Each team gets a buzzer link (/b/[token]); a game opts in with a
"Teams buzz in" checkbox. The database's clock orders the buzzes, so
the result doesn't depend on phone clocks. The control room lists the
order and clears it per question (B); the scoreboard shows who buzzed
first with a ding.
Buzzes follow the existing rules: token-gated route handlers with the
service-role client, RLS on the new table, and data-free realtime pings
on a new buzzer:{eventId} channel.
Needs supabase/migrations/0003_buzzer.sql applied before deploying.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2.1 KiB
2.1 KiB
Data model
Full SQL in supabase/migrations/ (0001_init.sql, then 0002_timer.sql, 0003_buzzer.sql).
| Table | Purpose | Key columns |
|---|---|---|
events |
A game night | owner_id, scoreboard_token, scoreboard_visibility, frozen_snapshot, current_game_id, reveal_active, reveal_count, timer_visible, timer_duration_ms, timer_remaining_ms, timer_ends_at |
teams |
Teams in an event | name, color (#RRGGBB), sort_order, buzzer_token |
games |
Activities | scoring_mode, points_mode, multiplier, placement_points int[], status, admin_notes, judge_notes, open_token, open_link_enabled, judging_locked, spotlight_team_id, buzzer_enabled |
criteria |
Scoring blocks per game | label, description, input_type, min_value, max_value, step, weight |
judges |
Judges per game | name, token, revoked, source (nominated/open_link) |
scores |
One value per (team, criterion, judge) | judge_id NULL = admin score (direct mode or override) |
adjustments |
Bonus/penalty | points (+/-), reason, optional game_id |
buzzes |
Who buzzed for the current question | game_id, team_id, buzzed_at |
Notes
scoresunique on(team_id, criterion_id, judge_id)withNULLS NOT DISTINCT, so there's exactly one admin row per team+criterion → clean upserts.- In judged games, an admin row (
judge_id IS NULL) is an override for that cell. - Deleting a criterion/team/judge cascades its scores.
- Timer (
0002_timer.sql): running =timer_ends_atset; paused =timer_remaining_msset; reset = both null (fulltimer_duration_ms). - Buzzers (
0003_buzzer.sql):buzzesis unique on(game_id, team_id)— one buzz per team per question;buzzed_atdefaults toclock_timestamp()and decides the order. Clearing the buzzers deletes the game's rows. A trigger checks the team is in the game's event.teams.buzzer_tokenis a 128-bit token like the others; duplicating an event gives the copied teams new ones. frozen_snapshotholds theScoreboardPayloadcaptured at freeze time.