Devlog #7
Continued pushing CourtQuest from a polished tournament platform toward something that could actually be trusted to run real events. This session focused heavily on production-readiness, reliability, and security, with extensive testing of real tournament workflows across players, organizers, referees, spectators, and admins. Found and fixed several important concurrency and edge-case issues involving duplicate registrations, concurrent bracket generation, match completion, referee attribution, tournament lifecycle transitions, email behavior, and session/role changes. Also improved observability and performance by strengthening error reporting, adding missing-service alerts, optimizing hot tournament routes, improving live-state polling, and removing unused dependencies.
Enabled RLS across the Supabase databse.
Continued validating the redesigned platform through real rendered production builds instead of relying only on code inspection, fixing additional issues discovered in the process. The interactive tournament archive and history experience was also confirmed as CourtQuest’s main signature feature, using real tournament photography, real results, and an evolving timeline rather than artificial 3D content. CourtQuest is now much closer to a real production tournament operating system, with the remaining work focused primarily on deployment configuration, final production checks, and human-gated launch decisions rather than major feature or redesign work.