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<title>typerpunk/web/src/customText.js, branch main</title>
<subtitle>Rust + WASM typing game.
</subtitle>
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<updated>2025-12-14T07:24:00+00:00</updated>
<entry>
<title>Add community text submissions, and make custom text usable for study</title>
<updated>2025-12-14T07:24:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2025-12-14T07:24:00+00:00</published>
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<content type='text'>
Submissions
- POST /api/texts proposes a passage; nothing reaches players until a
  moderator approves it. GET /api/texts serves the approved set, which the
  client merges on top of its bundled packs at startup.
- Validation the server enforces rather than trusts: category from a fixed
  list, 40 to 600 characters, no control characters (a newline makes a
  passage untypeable in a single-line input), attribution length, and a
  unique index on md5(lower(btrim(content))) so the same passage cannot be
  submitted twice under different whitespace or casing.
- Moderation is a flag on users. The queue and the review endpoint both
  refuse a non-moderator, and reviewing an already-reviewed submission is a
  404 rather than a silent second write.
- Submissions are rate limited per user: enough for a real contributor, not
  enough to fill the queue from a script.
- A Contribute screen carries the form, your own submissions with their
  status, and - for moderators only - the review queue.

This is the half of TypeRacer's model the packs could not reach by authoring:
their corpus is roughly twelve thousand passages, grown by submission.

Custom text as a study tool
- Imported documents are kept between visits, with how far through each one
  you are. Custom text lived only in memory, so importing a set of notes and
  reloading the page lost them - fine for pasting a paragraph to race,
  useless for working through a file over several sittings.
- Position is recorded when a segment is finished, not when the next is
  started, so closing the tab after a segment does not lose it.
- Markdown is chunked as markdown: fenced code blocks are kept whole and
  typed line by line, and the decoration - hashes, asterisks, backticks,
  link brackets, table pipes - is stripped so what you retype is the
  material rather than the punctuation around it.
- Everything stays on the device. Notes are not uploaded anywhere.

Fixed while doing it: a chunk could contain a newline, which cannot be typed
in a single-line input at all. Any paragraph with a line break inside it --
ordinary in notes and in wrapped prose - produced an unfinishable segment.
Whitespace inside a chunk is now flattened.
</content>
</entry>
<entry>
<title>Add multiplayer bots, typing languages, and rework the UI layout</title>
<updated>2025-09-11T19:53:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2025-09-11T19:53:00+00:00</published>
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<id>urn:sha1:a726d9f5fb56e1fd7983c5ac806d408ad78daa86</id>
<content type='text'>
Multiplayer
- Quick match: POST /api/multiplayer/quickmatch returns whichever room is
  still filling, or opens one. Players never see a room code; joining by
  code stays for racing specific people.
- Bots fill quick-match rooms after a short wait so a new game is never an
  empty lobby. They only ever join quick-match rooms, never a room opened
  by code. One or two per room, drawn from separate ~40 and ~80 WPM tiers so
  two bots are never near each other's pace, and they stall to correct
  mistakes rather than typing a clean straight line.
- Live player count via GET /api/multiplayer/online, shown on the
  Multiplayer control and under the main menu's Multiplayer button.
- Per-racer colours: you are the theme accent, opponents take distinct hues
  that stay the same from lobby to race.
- The countdown no longer holds the room lock for its full three seconds,
  which is what reset clients mid-countdown.

Typing languages
- 16 languages for the generated-word modes, each with its own
  high-frequency vocabulary rather than a translation of the English list.
- Picker in the top-right rail; non-English uses its own list at every
  difficulty tier instead of falling back to English words.

Fix UTF-8 accuracy in the game core
- update_game_state mixed byte and character counts: total_characters_typed
  accumulated byte-length deltas while total_correct_characters compared a
  char index against that byte count. Equal on ASCII, so it went unnoticed;
  a correctly typed Spanish passage scored 6%. The old byte slicing would
  also have panicked if an index landed inside a multi-byte character.
  Rewritten char-based, with regression tests.

Programming mode
- Replaced prose about programming with real code: 26 syntax-highlighted
  snippets across JavaScript, Python, Rust, C/Go/Java and shell. Single-line
  by necessity, since the typing input is a single-line field.

Layout and readability
- One icon rail arrangement on every screen: Settings/Store under the
  wordmark, Language/Theme/Friends/Account top-right, Stats/Leaderboard/
  Multiplayer bottom-right.
- Main menu: mode picker moved out of the Single Player button, which it was
  notching a divider through and pushing the label off-centre.
- Escape returns to the menu, closing any open popover first, and confirms
  before abandoning a live race.
- Split --text-color and --sub-color per theme; they shared one value that
  measured 3.65:1 against the background, below the 4.5:1 body-text floor.
- Semantic colours used in exactly one place each: gold for a personal best,
  amber for the race countdown and the mobile-result badge.
- Passage now sits in the same place on the typing and end screens, and its
  column is a whole number of characters wide so wrapping cannot leave a
  permanent gap on the right.
- End screen: keystrokes and a correct/wrong/extra/missed split, attribution
  carried over from the typing screen, and a graph with a separate error
  axis, axis titles including seconds, and smoothed lines.
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