fix: freeze PP clock during intermission so it stops ticking toward zero
tickClocks iterates every [data-seconds][data-received-at] element. Rendering the PP indicator with those attrs during an intermission made the clock bleed seconds even though play is paused and the penalty isn't running. Drop the ticking attrs when game['Intermission'] is true — render a plain static "PP MM:SS" that resumes ticking on the next live payload. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -244,7 +244,9 @@ function teamRow(game, side, state) {
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const sogHtml = (state === 'live' || state === 'final') && sog !== undefined
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const sogHtml = (state === 'live' || state === 'final') && sog !== undefined
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? `<span class="team-sog">${sog} SOG</span>` : '';
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? `<span class="team-sog">${sog} SOG</span>` : '';
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const ppHtml = state === 'live' && pp ? teamPpIndicator(pp) : '';
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const ppHtml = state === 'live' && pp
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? teamPpIndicator(pp, game['Intermission'])
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: '';
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const subParts = [sogHtml, ppHtml].filter(Boolean).join('');
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const subParts = [sogHtml, ppHtml].filter(Boolean).join('');
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const subline = subParts ? `<div class="team-subline">${subParts}</div>` : '';
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const subline = subParts ? `<div class="team-subline">${subParts}</div>` : '';
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@@ -264,8 +266,11 @@ function teamRow(game, side, state) {
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</div>`;
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</div>`;
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}
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}
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function teamPpIndicator(pp) {
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function teamPpIndicator(pp, intermission) {
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const timeStr = pp.replace('PP ', '');
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const timeStr = pp.replace('PP ', '');
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if (intermission) {
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return `<span class="team-pp">PP ${timeStr}</span>`;
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}
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const seconds = timeToSeconds(timeStr);
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const seconds = timeToSeconds(timeStr);
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const attrs = `data-seconds="${seconds}" data-received-at="${Date.now()}" data-pp-clock`;
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const attrs = `data-seconds="${seconds}" data-received-at="${Date.now()}" data-pp-clock`;
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return `<span class="team-pp">PP <span ${attrs}>${timeStr}</span></span>`;
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return `<span class="team-pp">PP <span ${attrs}>${timeStr}</span></span>`;
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