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game-scoreboard/docs/DATA_MODEL.md
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joshuaandClaude Opus 5.5 bbcf84bbc3 Phase 10: team buzzers
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>
2026-10-05 09:33:44 +02:00

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

  • scores unique on (team_id, criterion_id, judge_id) with NULLS 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_at set; paused = timer_remaining_ms set; reset = both null (full timer_duration_ms).
  • Buzzers (0003_buzzer.sql): buzzes is unique on (game_id, team_id) — one buzz per team per question; buzzed_at defaults to clock_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_token is a 128-bit token like the others; duplicating an event gives the copied teams new ones.
  • frozen_snapshot holds the ScoreboardPayload captured at freeze time.