Built for a professional sports league
A league management platform replaced legacy cricket tooling with offline-first scoring, sub-second sync and broadcast-grade overlays. Scorers keep working when field connectivity drops, and public scorecards update as play happens.
By Yashwant Daniel · Solvstrat
Legacy cricket platforms were slow, administration-heavy and disconnected from broadcast. Scorers worked on unreliable field connections, overlays lagged behind play, and league staff had limited control over scheduling and historical records.
Field cellular connections dropped mid-match, risking lost scoring data.
Overlays lagged behind the scorer, making live broadcasts feel delayed and amateur.
Scheduling, historical records and league setup were manual and error-prone.
Offline-first scoring with reliable local recovery.
Sub-second sync between scorer actions and broadcast overlays.
Compatibility with OBS browser sources used by streaming partners.
Historical player and league data must survive migration.
Administrative controls for fixtures, records and league setup.
A fast scoring interface maintains local state on the device, so a dropped connection does not interrupt or lose the match record.
Local state · Offline cache
Scoring events reconcile with the server when connectivity returns, and live events propagate to public surfaces with minimal latency.
WebSockets · Event sync
Fixtures, teams, players and historical records are managed in a structured admin surface with migration tooling for legacy data.
Admin UI · CSV migration
A dynamically generated browser-source URL renders the live scoreboard for OBS, so partners can present consistent graphics.
OBS browser source · Overlay rendering
The scorer records a ball or event on the device.
The scoring client updates local state immediately.
The event syncs to the server when connectivity allows.
Public scorecards update from the synced event stream.
The overlay URL renders the current score for OBS.
Historical records are written for league statistics.
Offline-first scoring, scheduling and public scorecards.
OBS overlay URLs and live presentation.
Fixtures, records and historical migration.
Expanded commercial and league features.
Problem: A dropped connection mid-over could leave the match state inconsistent.
Resolution: The client keeps authoritative local state during the match and reconciles with the server on reconnect, preserving event order.
Problem: Broadcast graphics lagged behind the scorer, which viewers notice immediately.
Resolution: Scoring events are pushed to the overlay surface through a low-latency channel instead of polling.
Problem: Legacy platforms held player career records in inconsistent formats.
Resolution: A CSV-assisted migration pipeline normalizes records before import so Day 1 statistics remain continuous.
Matches continue when field connectivity drops, and data recovers without re-entry.
Overlays update in step with scoring through a standard OBS browser source.
Fixtures, records and league setup are managed from one platform.
Offline-first is a state-ownership decision, not a cache setting.
Broadcast latency is a product feature; viewers forgive errors faster than they forgive lag.
Migrate historical data before launch, not after — continuity is the trust signal.
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The scoring client keeps authoritative local state during the match. If connectivity drops, scoring continues on the device, and events reconcile with the server when the connection returns.
Scoring events are pushed through a low-latency channel to the overlay surface, so graphics update in step with the scorer rather than polling on a delay.
Yes. A CSV-assisted migration pipeline normalizes legacy player and league records before import, so historical statistics remain continuous from Day 1.
Yes. A dynamically generated browser-source URL renders the live scoreboard inside OBS, so streaming partners can use consistent graphics.
SEE THE PROTOTYPE WE'D BUILD
Tell us where the work slows you down. We'll come back with a prototype of the custom software, internal tools or automation we'd build to remove it — working in weeks, and you own the code.