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authorsrdusr <[email protected]>2025-09-11 21:53:00 +0200
committersrdusr <[email protected]>2025-09-11 21:53:00 +0200
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Add multiplayer bots, typing languages, and rework the UI layout
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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+# Migrate the server from SQLite to PostgreSQL
+
+## Why
+
+The server is a multi-user network service. It handles auth, sessions,
+friendships, leaderboards, live multiplayer races, and rate limiting. SQLite
+allows only one writer at a time. Races, leaderboard writes, and rate-limit
+counters all write at the same time, so the single writer is the wrong shape
+for this workload.
+
+PostgreSQL gives three things the server needs:
+
+- MVCC. Concurrent writers do not block each other.
+- Real timestamp types. `created_at` and `expires_at` are `TEXT` today.
+- `LISTEN`/`NOTIFY`. This maps onto multiplayer room pub/sub, and lets the
+ server run as more than one instance.
+
+Keep `mitmux` on SQLite. It is a single-user local tool, and its pure-Go
+SQLite driver is what keeps cross-compilation free of CGO.
+
+## Scope
+
+Server only (`crates/server`). The TUI, WASM, and Steam builds do not touch
+the database.
+
+## What makes this cheap
+
+- The migrations use no SQLite-only syntax. There is no `AUTOINCREMENT`, no
+ `PRAGMA`, no `strftime`, and no `WITHOUT ROWID`.
+- Primary keys are `TEXT` UUIDs, not integer rowids.
+- All 33 call sites use the runtime `sqlx::query` function, not the
+ `sqlx::query!` macro. There is no compile-time schema metadata, so no
+ `cargo sqlx prepare` step and no offline query cache to regenerate.
+
+## Steps
+
+1. Change the sqlx feature in `crates/server/Cargo.toml` from `sqlite` to
+ `postgres`. Keep `runtime-tokio-rustls`, `time`, and `uuid`.
+2. Change the pool type from `SqlitePool` to `PgPool` in `state.rs`, and
+ change the connection string handling in `main.rs`.
+3. Convert every placeholder from `?` to `$1`, `$2`, and so on. Postgres
+ numbers its placeholders. This is the largest mechanical change: 33
+ queries across `auth.rs`, `stats.rs`, `friends.rs`, `multiplayer.rs`,
+ `cosmetics.rs`, `anticheat.rs`, `rate_limit.rs`, and `spotify.rs`.
+4. Change `created_at TEXT` and `expires_at TEXT` to `TIMESTAMPTZ` in the
+ migrations. Update the Rust structs to `time::OffsetDateTime`.
+5. Replace any `INSERT OR REPLACE` or `INSERT OR IGNORE` with
+ `INSERT ... ON CONFLICT`. Check `cosmetics.rs` and `rate_limit.rs` first.
+6. Add a `docker-compose.yml` with a `postgres` service, so a contributor can
+ start a database with one command.
+7. Run the full test suite against the new backend.
+
+## Verify
+
+- `cargo test --workspace` passes.
+- Two clients can finish a multiplayer race at the same time, and both
+ results are written.
+- A session expires at the correct time. This confirms the `TIMESTAMPTZ`
+ conversion.
+- Rate limiting still rejects a burst from one user.
+
+## Follow-up
+
+Move multiplayer room pub/sub from in-process state to `LISTEN`/`NOTIFY`.
+Only after that can the server run more than one instance.