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Radio punches

Audience: Timing operators monitoring the live feed of punches coming in from radio controls.

A radio punch is a punch that reaches Manager live as a competitor passes a control, rather than waiting for their card to be downloaded at the finish. The punch travels from a meshO Control unit to meshO Prime, over USB into Manager — or it can arrive over the network from an upstream system (see Forwarding and receiving punches). Either way it appears within seconds on the dashboard, the Leaderboard, Commentary, Tracking and Live View.

This page is about the Radio Punches view, where you watch the raw feed and act on it. For setting up the hardware, see Connecting meshO Prime and radios.

The Radio Punches view

Open Radio Punches from the live section of the event navigation. (It only appears once meshO Prime or Accept SIRAP Punches is enabled for the event, and the event is running.) If neither source is on, the page explains how to enable one.

Each punch is a row, newest first:

ColumnWhat it shows
Card NumberThe card number that punched.
NameThe competitor that card belongs to. Click it to open their record.
ControlThe control code that was punched.
Punch TimeThe time of the punch.

The list is always sorted by punch time (most recent at the top) and you can't re-sort it — it's a live feed. To find a particular punch, use the filters at the top: Search Card, Search Name, and the Control dropdown to show just one control.

Unknown cards

If a card that punches isn't matched to a competitor in the event, its Name shows as Unknown — or, if the card is recognised in the Competitor Registry, the person's name appears in brackets. Click it to add a competitor for that card on the spot, so their punches start counting.

Suppressing a stray punch

A bad or duplicate punch (a unit double-reporting, someone testing a control) is handled on the competitor, not in this list. Open the competitor, go to their Radio Punches tab, and suppress the punch — it's kept but greyed out and struck through, so it no longer affects the result and you can see what you did. Reinstate it the same way if you change your mind. See Resolving issues on the day.

Late and duplicate punches are otherwise handled automatically: punches are processed in time order per competitor, and a punch Manager already has is ignored rather than counted twice.

Recovering missed punches

If Prime was connected for some time before the event was started, those punches will not have reached Manager — but they're still in Prime's memory. From the Radio Punches view's actions menu, choose Resend stored punches:

meshO Prime will resend every punch that is still in its memory. Duplicate punches will be ignored.

Prime replays its whole memory and Manager fills in anything it missed, skipping what it already has. (This is available while the event is in progress and Prime is the punch source.)

Forwarding and receiving punches

Manager can pass radio punches to and from other systems over the network:

  • Forwarding (outbound) — send every punch on to a downstream system as it arrives. Turn on Forward Radio Punches on the event's Radio Controls tab, and set the destination host, port and protocol (SIRAP or OE12) in Settings. The dashboard's Radio Punch Forwarding card shows Active / Disabled with running Sent and Queued counts.
  • Receiving (inbound, SIRAP) — accept punches from an upstream system. Turn on Accept SIRAP Punches for the event and set the listening port in Settings. The dashboard's SIRAP Punch Listening card shows Listening / Stopped and a Received count. Punches that arrive this way appear in the Radio Punches list just like Prime's.

Forwarding and receiving are independent — you can do either, both, or neither.