mirror of https://github.com/dirtbags/moth.git
working scoreboard
This commit is contained in:
parent
f49eb3ed46
commit
d18de0fe8b
|
@ -0,0 +1,73 @@
|
|||
Scoring
|
||||
=======
|
||||
|
||||
MOTH does not carry any notion of who is winning: we consider this a user
|
||||
interface issue. The server merely provides a timestamped log of point awards.
|
||||
|
||||
The bundled scoreboard provides one way to interpret the scores: this is the
|
||||
main algorithm we use at Cyber Fire events. We use other views of the scoreboard
|
||||
in other contexts, though! Here are some ideas:
|
||||
|
||||
|
||||
Percentage of Each Category
|
||||
---------------------
|
||||
|
||||
This is implemented in the scoreboard distributed with MOTH, and is how our
|
||||
primary score calculation at Cyber Fire.
|
||||
|
||||
For each category:
|
||||
|
||||
* Divide the team's score in this category by the highest score in this category
|
||||
* Add that to the team's overall score
|
||||
|
||||
This means the highest theoretical score in any event is the number of open
|
||||
categories.
|
||||
|
||||
This algorithm means that point values only matter relative to other point
|
||||
values within that category. A category with 5 total points is worth the same as
|
||||
a category with 5000 total points, and a 2 point puzzle in the first category is
|
||||
worth as much as a 2000 point puzzle in the second.
|
||||
|
||||
One interesting effect here is that a team solving a previously-unsolved puzzle
|
||||
will reduce everybody else's ranking in that category, because it increases the
|
||||
divisor for calculating that category's score.
|
||||
|
||||
Cyber Fire used to not display overall score: we would only show each team's
|
||||
relative ranking per category. We may go back to this at some point!
|
||||
|
||||
|
||||
Category Completion
|
||||
----------------
|
||||
|
||||
Cyber Fire also has a scoreboard called the "class" scoreboard, which lists each
|
||||
team, and which puzzles they have completed. This provides instructors with a
|
||||
graphical overview of how people are progressing through content. We can provide
|
||||
assistance to the general group when we see that a large number of teams are
|
||||
stuck on a particular puzzle, and we can provide individual assistance if we see
|
||||
that someone isn't keeping up with the class.
|
||||
|
||||
|
||||
Monarch Of The Hill
|
||||
----------------
|
||||
|
||||
You could also implement a "winner takes all" approach: any team with the
|
||||
maximum number of points in a category gets 1 point, and all other teams get 0.
|
||||
|
||||
|
||||
Time Bonuses
|
||||
-----------
|
||||
|
||||
If you wanted to provide extra points to whichever team solves a puzzle first,
|
||||
this is possible with the log. You could either boost a puzzle's point value or
|
||||
decay it; either by timestamp, or by how many teams had solved it prior.
|
||||
|
||||
|
||||
Bonkers Scoring
|
||||
-------------
|
||||
|
||||
Other zany options exist:
|
||||
|
||||
* The first team to solve a puzzle with point value divisible by 7 gets double
|
||||
points.
|
||||
* [Tokens](tokens.md) with negative point values could be introduced, allowing
|
||||
teams to manipulate other teams' scores, if they know the team ID.
|
|
@ -118,18 +118,18 @@ input:invalid {
|
|||
width: 100%;
|
||||
position: relative;
|
||||
}
|
||||
|
||||
#rankings span {
|
||||
font-size: 75%;
|
||||
display: inline-block;
|
||||
overflow: hidden;
|
||||
height: 1.7em;
|
||||
#rankings div:nth-child(6n){
|
||||
background-color: #8881;
|
||||
}
|
||||
#rankings div:nth-child(6n+3) {
|
||||
background-color: #0f01;
|
||||
}
|
||||
#rankings span.teamname {
|
||||
height: auto;
|
||||
font-size: inherit;
|
||||
color: white;
|
||||
text-shadow: 0 0 3px black;
|
||||
opacity: 0.8;
|
||||
background-color: #000e;
|
||||
border-radius: 3px;
|
||||
position: absolute;
|
||||
right: 0.2em;
|
||||
}
|
||||
|
|
198
theme/moth.mjs
198
theme/moth.mjs
|
@ -21,7 +21,7 @@ class Hash {
|
|||
}
|
||||
|
||||
/**
|
||||
* Dan Bernstein hash with xor improvement
|
||||
* Dan Bernstein hash with xor
|
||||
*
|
||||
* @param {string} buf Input
|
||||
* @returns {number}
|
||||
|
@ -49,15 +49,30 @@ class Hash {
|
|||
return this.hexlify(hashArray);
|
||||
}
|
||||
|
||||
/**
|
||||
* Hex-encode a byte array
|
||||
*
|
||||
* @param {number[]} buf Byte array
|
||||
* @returns {string}
|
||||
*/
|
||||
static hexlify(buf) {
|
||||
return buf.map(b => b.toString(16).padStart(2, "0")).join("")
|
||||
}
|
||||
/**
|
||||
* SHA 1, but only the first 4 hexits (2 octets).
|
||||
*
|
||||
* Git uses this technique with 7 hexits (default) as a "short identifier".
|
||||
*
|
||||
* @param {string} buf Input
|
||||
*/
|
||||
static async sha1_slice(buf, end=4) {
|
||||
const msgUint8 = new TextEncoder().encode(buf)
|
||||
const hashBuffer = await crypto.subtle.digest("SHA-1", msgUint8)
|
||||
const hashArray = Array.from(new Uint8Array(hashBuffer))
|
||||
const hexits = this.hexlify(hashArray)
|
||||
return hexits.slice(0, end)
|
||||
}
|
||||
|
||||
/**
|
||||
* Hex-encode a byte array
|
||||
*
|
||||
* @param {number[]} buf Byte array
|
||||
* @returns {string}
|
||||
*/
|
||||
static hexlify(buf) {
|
||||
return buf.map(b => b.toString(16).padStart(2, "0")).join("")
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply every hash to the input buffer.
|
||||
|
@ -68,8 +83,8 @@ class Hash {
|
|||
static async All(buf) {
|
||||
return [
|
||||
String(this.djb2(buf)),
|
||||
String(this.djb2xor(buf)),
|
||||
await this.sha256(buf),
|
||||
await this.sha1_slice(buf),
|
||||
]
|
||||
}
|
||||
}
|
||||
|
@ -223,6 +238,111 @@ class Puzzle {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* A snapshot of scores.
|
||||
*/
|
||||
class Scores {
|
||||
constructor() {
|
||||
/**
|
||||
* Timestamp of this score snapshot
|
||||
* @type number
|
||||
*/
|
||||
this.Timestamp = 0
|
||||
|
||||
/**
|
||||
* All categories present in this snapshot.
|
||||
*
|
||||
* ECMAScript sets preserve order, so iterating over this will yield
|
||||
* categories as they were added to the points log.
|
||||
*
|
||||
* @type {Set.<string>}
|
||||
*/
|
||||
this.Categories = new Set()
|
||||
|
||||
/**
|
||||
* All team IDs present in this snapshot
|
||||
* @type {Set.<string>}
|
||||
*/
|
||||
this.TeamIDs = new Set()
|
||||
|
||||
/**
|
||||
* Highest score in each category
|
||||
* @type {Object.<string,number>}
|
||||
*/
|
||||
this.MaxPoints = {}
|
||||
|
||||
this.categoryTeamPoints = {}
|
||||
}
|
||||
|
||||
/**
|
||||
* Return a sorted list of category names
|
||||
*
|
||||
* @returns {string[]}
|
||||
*/
|
||||
SortedCategories() {
|
||||
let categories = [...this.Categories]
|
||||
categories.sort((a,b) => a.localeCompare(b, "en", {sensitivity: "base"}))
|
||||
return categories
|
||||
}
|
||||
|
||||
/**
|
||||
* Add an award to a team's score.
|
||||
*
|
||||
* Updates this.Timestamp to the award's timestamp.
|
||||
*
|
||||
* @param {Award} award
|
||||
*/
|
||||
Add(award) {
|
||||
this.Timestamp = award.Timestamp
|
||||
this.Categories.add(award.Category)
|
||||
this.TeamIDs.add(award.TeamID)
|
||||
|
||||
let teamPoints = (this.categoryTeamPoints[award.Category] ??= {})
|
||||
let points = (teamPoints[award.TeamID] || 0) + award.Points
|
||||
teamPoints[award.TeamID] = points
|
||||
|
||||
let max = this.MaxPoints[award.Category] || 0
|
||||
this.MaxPoints[award.Category] = Math.max(max, points)
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a team's score within a category.
|
||||
*
|
||||
* @param {string} category
|
||||
* @param {string} teamID
|
||||
* @returns {number}
|
||||
*/
|
||||
GetPoints(category, teamID) {
|
||||
let teamPoints = this.categoryTeamPoints[category] || {}
|
||||
return teamPoints[teamID] || 0
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate a team's score in a category, using the Cyber Fire algorithm.
|
||||
*
|
||||
*@param {string} category
|
||||
* @param {string} teamID
|
||||
*/
|
||||
CyFiCategoryScore(category, teamID) {
|
||||
return this.GetPoints(category, teamID) / this.MaxPoints[category]
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate a team's overall score, using the Cyber Fire algorithm.
|
||||
*
|
||||
*@param {string} category
|
||||
* @param {string} teamID
|
||||
* @returns {number}
|
||||
*/
|
||||
CyFiScore(teamID) {
|
||||
let score = 0
|
||||
for (let category of this.Categories) {
|
||||
score += this.CyFiCategoryScore(category, teamID)
|
||||
}
|
||||
return score
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* MOTH instance state.
|
||||
*/
|
||||
|
@ -351,51 +471,33 @@ class State {
|
|||
return false
|
||||
}
|
||||
|
||||
/**
|
||||
* Map from team ID to points.
|
||||
*
|
||||
* A special "max" property contains the highest number of points in this map.
|
||||
*
|
||||
* @typedef {Object.<string, number>} TeamPointsDict
|
||||
* @property {Number} max Highest number of points
|
||||
*/
|
||||
|
||||
/**
|
||||
* Map from category to PointsDict.
|
||||
*
|
||||
* @typedef {Object.<string, TeamPointsDict>} CategoryTeamPointsDict
|
||||
*/
|
||||
|
||||
/**
|
||||
* Score snapshot.
|
||||
*
|
||||
* @typedef {Object} ScoreSnapshot
|
||||
* @property {number} when Epoch time of this snapshot
|
||||
* @property {CategoryTeamPointsDict} snapshot
|
||||
*/
|
||||
|
||||
/**
|
||||
* Replay scores.
|
||||
*
|
||||
* @yields {ScoreSnapshot} Snapshot at a point in time
|
||||
* MOTH has no notion of who is "winning", we consider this a user interface
|
||||
* decision. There are lots of interesting options: see
|
||||
* [scoring]{@link ../docs/scoring.md} for more.
|
||||
*
|
||||
* @yields {Scores} Snapshot at a point in time
|
||||
*/
|
||||
* ScoreHistory() {
|
||||
/** @type {CategoryTeamPointsDict} */
|
||||
let categoryTeamPoints = {}
|
||||
let scores = new Scores()
|
||||
for (let award of this.PointsLog) {
|
||||
let teamPoints = (categoryTeamPoints[award.Category] ??= {})
|
||||
let points = teamPoints[award.TeamID] || 0
|
||||
let max = teamPoints.max || 0
|
||||
|
||||
points += award.Points
|
||||
teamPoints[award.TeamID] = points
|
||||
teamPoints.max = Math.max(points, max)
|
||||
|
||||
/** @type ScoreSnapshot */
|
||||
let snapshot = {when: award.When, snapshot: categoryTeamPoints}
|
||||
yield snapshot
|
||||
scores.Add(award)
|
||||
yield scores
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate the current scores.
|
||||
*
|
||||
* @returns {Scores}
|
||||
*/
|
||||
CurrentScore() {
|
||||
let scores
|
||||
for (scores of this.ScoreHistory());
|
||||
return scores
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
|
@ -12,7 +12,6 @@
|
|||
</head>
|
||||
<body class="wide">
|
||||
<section class="rotate">
|
||||
<div id="chart"><canvas></canvas></div>
|
||||
<div id="rankings"></div>
|
||||
</section>
|
||||
</body>
|
||||
|
|
|
@ -1,267 +1,89 @@
|
|||
// jshint asi:true
|
||||
import * as moth from "./moth.mjs"
|
||||
import * as common from "./common.mjs"
|
||||
|
||||
// import { Chart, registerables } from "https://cdn.jsdelivr.net/npm/chart.js@3.0.2"
|
||||
// import {DateTime} from "https://cdn.jsdelivr.net/npm/luxon@1.26.0"
|
||||
// import "https://cdn.jsdelivr.net/npm/chartjs-adapter-luxon@0.1.1"
|
||||
// Chart.register(...registerables)
|
||||
const server = new moth.Server(".")
|
||||
const ReplayDuration = 3 * common.Second
|
||||
const MaxFrameRate = 24
|
||||
/** Don't let any team's score exceed this percentage width */
|
||||
const MaxScoreWidth = 95
|
||||
|
||||
const MILLISECOND = 1
|
||||
const SECOND = 1000 * MILLISECOND
|
||||
const MINUTE = 60 * SECOND
|
||||
/**
|
||||
* Returns a promise that resolves after timeout.
|
||||
*
|
||||
* @param {Number} timeout How long to sleep (milliseconds)
|
||||
* @returns {Promise}
|
||||
*/
|
||||
function sleep(timeout) {
|
||||
return new Promise(resolve => setTimeout(resolve, timeout));
|
||||
}
|
||||
|
||||
// If all else fails...
|
||||
setInterval(() => location.reload(), 30 * SECOND)
|
||||
/**
|
||||
* Pull new points log, and update the scoreboard.
|
||||
*
|
||||
* The update is animated, because I think that looks cool.
|
||||
*/
|
||||
async function update() {
|
||||
let state = await server.GetState()
|
||||
let rankingsElement = document.querySelector("#rankings")
|
||||
let logSize = state.PointsLog.length
|
||||
|
||||
function scoreboardInit() {
|
||||
let chartColors = [
|
||||
"rgb(255, 99, 132)",
|
||||
"rgb(255, 159, 64)",
|
||||
"rgb(255, 205, 86)",
|
||||
"rgb(75, 192, 192)",
|
||||
"rgb(54, 162, 235)",
|
||||
"rgb(153, 102, 255)",
|
||||
"rgb(201, 203, 207)"
|
||||
]
|
||||
|
||||
for (let q of document.querySelectorAll("[data-url]")) {
|
||||
let url = new URL(q.dataset.url, document.location)
|
||||
q.textContent = url.hostname
|
||||
if (url.port) {
|
||||
q.textContent += `:${url.port}`
|
||||
}
|
||||
if (url.pathname != "/") {
|
||||
q.textContent += url.pathname
|
||||
}
|
||||
}
|
||||
for (let q of document.querySelectorAll(".qrcode")) {
|
||||
let url = new URL(q.dataset.url, document.location)
|
||||
let qr = new QRious({
|
||||
element: q,
|
||||
value: url.toString(),
|
||||
})
|
||||
// Figure out the timing so that we can replay the scoreboard in about
|
||||
// ReplayDuration, but no more than 24 frames per second.
|
||||
let frameModulo = 1
|
||||
let delay = 0
|
||||
while (delay < (common.Second / MaxFrameRate)) {
|
||||
frameModulo += 1
|
||||
delay = ReplayDuration / (logSize / frameModulo)
|
||||
}
|
||||
|
||||
let chart
|
||||
let canvas = document.querySelector("#chart canvas")
|
||||
if (canvas) {
|
||||
chart = new Chart(canvas.getContext("2d"), {
|
||||
type: "line",
|
||||
options: {
|
||||
responsive: true,
|
||||
scales: {
|
||||
x: {
|
||||
type: "time",
|
||||
time: {
|
||||
// XXX: the manual says this should do something, it does something in the samples, IDK
|
||||
tooltipFormat: "HH:mm"
|
||||
},
|
||||
title: {
|
||||
display: true,
|
||||
text: "Time"
|
||||
}
|
||||
},
|
||||
y: {
|
||||
title: {
|
||||
display: true,
|
||||
text: "Points"
|
||||
}
|
||||
}
|
||||
},
|
||||
tooltips: {
|
||||
mode: "index",
|
||||
intersect: false
|
||||
},
|
||||
hover: {
|
||||
mode: "nearest",
|
||||
intersect: true
|
||||
let frame = 0
|
||||
for (let scores of state.ScoreHistory()) {
|
||||
frame += 1
|
||||
if ((frame < state.PointsLog.length) && (frame % frameModulo)) {
|
||||
continue
|
||||
}
|
||||
|
||||
while (rankingsElement.firstChild) rankingsElement.firstChild.remove()
|
||||
|
||||
let sortedTeamIDs = [...scores.TeamIDs]
|
||||
sortedTeamIDs.sort((a, b) => scores.CyFiScore(a) - scores.CyFiScore(b))
|
||||
sortedTeamIDs.reverse()
|
||||
|
||||
let topScore = scores.CyFiScore(sortedTeamIDs[0])
|
||||
for (let teamID of sortedTeamIDs) {
|
||||
let teamName = state.TeamNames[teamID]
|
||||
|
||||
let row = rankingsElement.appendChild(document.createElement("div"))
|
||||
|
||||
let heading = row.appendChild(document.createElement("span"))
|
||||
heading.textContent = teamName
|
||||
heading.classList.add("teamname")
|
||||
|
||||
let categoryNumber = 0
|
||||
for (let category of scores.Categories) {
|
||||
let score = scores.CyFiCategoryScore(category, teamID)
|
||||
if (!score) {
|
||||
continue
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
let block = row.appendChild(document.createElement("span"))
|
||||
let points = scores.GetPoints(category, teamID)
|
||||
let width = MaxScoreWidth * score / topScore
|
||||
|
||||
block.textContent = category
|
||||
block.title = `${points} points`
|
||||
block.style.width = `${width}%`
|
||||
block.classList.add(`cat${categoryNumber}`)
|
||||
categoryNumber += 1
|
||||
}
|
||||
}
|
||||
await sleep(delay)
|
||||
}
|
||||
|
||||
async function refresh() {
|
||||
let resp = await fetch("../state")
|
||||
let state = await resp.json()
|
||||
|
||||
for (let rotate of document.querySelectorAll(".rotate")) {
|
||||
rotate.appendChild(rotate.firstElementChild)
|
||||
}
|
||||
window.scrollTo(0,0)
|
||||
|
||||
let element = document.getElementById("rankings")
|
||||
let teamNames = state.TeamNames
|
||||
let pointsLog = state.PointsLog
|
||||
|
||||
// Every machine that's displaying the scoreboard helpfully stores the last 20 values of
|
||||
// points.json for us, in case of catastrophe. Thanks, y'all!
|
||||
//
|
||||
// We have been doing some variation on this "everybody backs up the server state" trick since 2009.
|
||||
// We have needed it 0 times.
|
||||
let pointsHistory = JSON.parse(localStorage.getItem("pointsHistory")) || []
|
||||
if (pointsHistory.length >= 20) {
|
||||
pointsHistory.shift()
|
||||
}
|
||||
pointsHistory.push(pointsLog)
|
||||
localStorage.setItem("pointsHistory", JSON.stringify(pointsHistory))
|
||||
|
||||
let teams = {}
|
||||
let highestCategoryScore = {} // map[string]int
|
||||
|
||||
// Initialize data structures
|
||||
for (let teamId in teamNames) {
|
||||
teams[teamId] = {
|
||||
categoryScore: {}, // map[string]int
|
||||
overallScore: 0, // int
|
||||
historyLine: [], // []{x: int, y: int}
|
||||
name: teamNames[teamId],
|
||||
id: teamId
|
||||
}
|
||||
}
|
||||
|
||||
// Dole out points
|
||||
for (let entry of pointsLog) {
|
||||
let timestamp = entry[0]
|
||||
let teamId = entry[1]
|
||||
let category = entry[2]
|
||||
let points = entry[3]
|
||||
|
||||
let team = teams[teamId]
|
||||
|
||||
let score = team.categoryScore[category] || 0
|
||||
score += points
|
||||
team.categoryScore[category] = score
|
||||
|
||||
let highest = highestCategoryScore[category] || 0
|
||||
if (score > highest) {
|
||||
highestCategoryScore[category] = score
|
||||
}
|
||||
}
|
||||
|
||||
for (let teamId in teamNames) {
|
||||
teams[teamId].categoryScore = {}
|
||||
}
|
||||
|
||||
for (let entry of pointsLog) {
|
||||
let timestamp = entry[0]
|
||||
let teamId = entry[1]
|
||||
let category = entry[2]
|
||||
let points = entry[3]
|
||||
|
||||
let team = teams[teamId]
|
||||
|
||||
let score = team.categoryScore[category] || 0
|
||||
score += points
|
||||
team.categoryScore[category] = score
|
||||
|
||||
let overall = 0
|
||||
for (let cat in team.categoryScore) {
|
||||
overall += team.categoryScore[cat] / highestCategoryScore[cat]
|
||||
}
|
||||
|
||||
team.historyLine.push({x: timestamp * 1000, y: overall})
|
||||
}
|
||||
|
||||
// Compute overall scores based on current highest
|
||||
for (let teamId in teams) {
|
||||
let team = teams[teamId]
|
||||
team.overallScore = 0
|
||||
for (let cat in team.categoryScore) {
|
||||
team.overallScore += team.categoryScore[cat] / highestCategoryScore[cat]
|
||||
}
|
||||
}
|
||||
|
||||
// Sort by team score
|
||||
function teamCompare(a, b) {
|
||||
return a.overallScore - b.overallScore
|
||||
}
|
||||
|
||||
// Figure out how to order each team on the scoreboard
|
||||
let winners = []
|
||||
for (let teamId in teams) {
|
||||
winners.push(teams[teamId])
|
||||
}
|
||||
winners.sort(teamCompare)
|
||||
winners.reverse()
|
||||
|
||||
// Let's make some better names for things we've computed
|
||||
let winningScore = winners[0].overallScore
|
||||
let numCategories = Object.keys(highestCategoryScore).length
|
||||
|
||||
// Clear out the element we're about to populate
|
||||
Array.from(element.childNodes).map(e => e.remove())
|
||||
|
||||
let maxWidth = 100 / winningScore
|
||||
for (let team of winners) {
|
||||
let row = document.createElement("div")
|
||||
let ncat = 0
|
||||
for (let category in highestCategoryScore) {
|
||||
let catHigh = highestCategoryScore[category]
|
||||
let catTeam = team.categoryScore[category] || 0
|
||||
let catPct = catTeam / catHigh
|
||||
let width = maxWidth * catPct
|
||||
|
||||
let bar = document.createElement("span")
|
||||
bar.classList.add("category")
|
||||
bar.classList.add("cat" + ncat)
|
||||
bar.style.width = width + "%"
|
||||
bar.textContent = category + ": " + catTeam
|
||||
bar.title = bar.textContent
|
||||
|
||||
row.appendChild(bar)
|
||||
ncat += 1
|
||||
}
|
||||
|
||||
let te = document.createElement("span")
|
||||
te.classList.add("teamname")
|
||||
te.textContent = team.name
|
||||
row.appendChild(te)
|
||||
|
||||
element.appendChild(row)
|
||||
}
|
||||
|
||||
if (!chart) {
|
||||
return
|
||||
}
|
||||
|
||||
/*
|
||||
* Update chart
|
||||
*/
|
||||
chart.data.datasets = []
|
||||
for (let i in winners) {
|
||||
if (i > 5) {
|
||||
break
|
||||
}
|
||||
let team = winners[i]
|
||||
let color = chartColors[i % chartColors.length]
|
||||
chart.data.datasets.push({
|
||||
label: team.name,
|
||||
backgroundColor: color,
|
||||
borderColor: color,
|
||||
data: team.historyLine,
|
||||
lineTension: 0,
|
||||
fill: false
|
||||
})
|
||||
}
|
||||
chart.update()
|
||||
window.chart = chart
|
||||
}
|
||||
|
||||
function init() {
|
||||
let base = window.location.href.replace("scoreboard.html", "")
|
||||
let location = document.querySelector("#location")
|
||||
if (location) {
|
||||
location.textContent = base
|
||||
}
|
||||
|
||||
setInterval(refresh, 20 * SECOND)
|
||||
refresh()
|
||||
}
|
||||
|
||||
init()
|
||||
}
|
||||
|
||||
if (document.readyState === "loading") {
|
||||
document.addEventListener("DOMContentLoaded", scoreboardInit)
|
||||
} else {
|
||||
scoreboardInit()
|
||||
function init() {
|
||||
setInterval(update, common.Minute)
|
||||
update()
|
||||
}
|
||||
|
||||
common.WhenDOMLoaded(init)
|
Loading…
Reference in New Issue