How gc_play_by_play() and wsc_play_by_play() Work

Overview

gc_play_by_play() and wsc_play_by_play() return the same cleaned public play-by-play schema, but they do not start from the same raw feed. gc_play_by_play() starts from the GameCenter play-by-play feed. wsc_play_by_play() starts from the World Showcase feed and uses GameCenter metadata to keep the output aligned with the same roster, team, and HTML report context. The pipeline is intentionally source-aware:

This article walks through the process step by step.

Step 1: Fetch the raw sources.

For a single game, the functions fetch the raw API play-by-play plus the HTML play-by-play report. wsc_play_by_play() also fetches the WSC play-by-play feed itself. Those requests are now issued in parallel, because network latency dominates total runtime much more than the in-memory cleaning steps do.

gc  <- nhlscraper::gc_play_by_play(2023030417)
wsc <- nhlscraper::wsc_play_by_play(2023030417)

The HTML report is fetched for every game because it is the only source that consistently exposes the full on-ice player sets.

Step 2: Standardize the raw play-by-play feed.

Once the raw feed is downloaded, the package standardizes the columns before doing any enrichment. That includes:

The aim here is to make the downstream logic operate on one internal structure, even when the upstream feed formats differ.

Step 3: Repair obviously impossible event ordering.

The API play-by-play remains authoritative, but not every upstream sortOrder is logically consistent. Before any HTML matching happens, the pipeline repairs clear boundary mistakes. The guiding principle is conservative: only fix sequences that are plainly impossible from the game clock and event context.

Examples:

This matters because HTML matching becomes much more reliable once the API timeline itself is internally coherent.

Step 4: Derive the game-state columns from situationCode.

The raw situationCode is parsed into the public state columns:

These are the public summary columns that describe the intended rules context of the play. The raw situationCode itself is kept in the output as-is. The HTML report can later supply a different-looking player identity set, but it does not rewrite these situationCode-derived state columns.

Step 5: Add coordinate and shot-context enrichment.

After the structural cleanup, the play-by-play gets the geometric and shot-context features used elsewhere in the package. That includes:

These features are derived from the cleaned API event log, not from the HTML report.

Step 6: Parse the HTML play-by-play report.

The HTML report is parsed into a second event table that contains:

The parser also handles the known HTML-side quirks, including the fact that the HTML report records blocked shots from the defending perspective while the package standardizes blocked shots from the shooting perspective.

Step 7: Match HTML rows back to API rows.

The package does not join HTML to API rows only on time, and it does not require the HTML on-ice counts to agree with situationCode. It builds a richer event signature on both sides and uses that to align the reports. The matching logic uses combinations of:

This step is where the earlier ordering repair pays off. The cleaner the API event sequence is, the safer the HTML match becomes.

Step 8: Keep state context separate from player identity.

A matched HTML row is used for the on-ice player ID columns. It is not used to recalculate the situationCode-derived context columns. This keeps two related but different concepts separate:

The HTML report can list more or fewer players than the intended state implies. That can happen around line changes, unusual bench situations, or report noise. The package preserves the listed identities without letting those counts change the intended state context.

Step 9: Keep one-on-one rows constrained.

Penalty-shot and shootout rows with 0101 or 1010 are different. Those states are genuinely one-on-one plays. Even if the HTML report lists extra players, the package records only the shooter and the defending goalie for those rows.

Step 10: Populate on-ice player IDs.

Once a matched HTML row is accepted, the package writes the scalar on-ice player ID columns into the play-by-play row. That includes:

The base schema tracks the standard five skaters. If the HTML report shows an extra attacker or any other overflow row, the package expands dynamically to skater6, skater7, skater8, and so on instead of truncating the row.

Step 11: Handle one-on-one and delayed-penalty edge cases.

Two edge-case families need their own rules.

Shootouts and penalty shots

Rows with one-on-one states such as 0101 and 1010 populate only the shooter and the defending goalie. Extra HTML-listed players on those rows are treated as report noise because the play is supposed to be one shooter against one goalie.

Unmatched delayed-penalty rows

Some supported delayed-penalty rows do not appear in the HTML report at all. In those cases, the package can backfill the on-ice player IDs from the nearest prior populated row in the same period when:

This fixes cases where the HTML report skips the delayed-penalty marker but clearly preserves the same live-play skaters immediately before the whistle.

Step 12: Finalize the public schema.

The last step is to expose the cleaned public-facing schema and hide the internal staging details. Both gc_play_by_play() and wsc_play_by_play() return one row per event with:

The only intentional difference is source-specific metadata such as utc in the WSC output and GameCenter clip fields in the GC output.

How shift_chart() Fits In

shift_chart() is related, but it solves a different problem. It provides shift windows, not event identities. In practical use:

pbp    <- nhlscraper::gc_play_by_play(2023030417)
shifts <- nhlscraper::shift_chart(2023030417)
pbp_with_shift_times <- nhlscraper::add_shift_times(pbp, shifts)

This is why the package keeps the HTML play-by-play report as the primary on-ice identity source inside gc_play_by_play() and wsc_play_by_play(), while shift_chart() remains the right tool for shift-timing context after the play-by-play is already built.

Practical Summary

If you want the shortest mental model, it is this:

That balance is what lets the final play-by-play stay both practical and auditable.