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2026-01-12Charge for store items, and price them individuallysrdusr1-0/+3
The store had 26 items, a price on each and a working equip flow, but the purchase endpoint granted ownership without taking any money. Anyone signed in could take the whole catalogue for nothing. That endpoint is now gone. Payment goes through Stripe Checkout, which is hosted by Stripe. The buyer is redirected there and comes back, so no card details reach this server and it stays outside PCI scope. Three rules hold the money path together: - The price comes from the server's own catalogue row. The client sends an item id and never an amount. - Nothing is granted at checkout. The item appears only when a webhook arrives with a valid HMAC-SHA256 signature, checked in constant time against a 5 minute timestamp window. - Fulfilment keys off the processor's session id, which is UNIQUE, so a webhook delivered twice cannot grant the same item twice. Prices now vary by item. Every caret cost the same as every other because they are the same thing in a different colour, which left nothing to save for. Carets run 149 to 349, flair 129 to 299, and sprites 249 to 399, since a sprite is the one cosmetic every other racer sees. Four bundles sit above the catalogue, each priced below the sum of its parts: Starter Kit, Neon Set, Racer Set and The Lot. The saving is computed from the current item prices rather than asserted, so it cannot drift. The Lot is defined as every cosmetic rather than a fixed list, so it stays complete as items are added. Three bugs found while wiring this up: - Sprites never showed as equipped. The store compared the equipped caret and flair but not the sprite. - Supporter status was a stored boolean that was set on payment and never cleared, so a 30 day subscription lasted forever. Both read paths now derive it from the expiry. - sqlx::migrate! reads the migrations directory at compile time, but cargo watches source files only. Adding a migration did not trigger a rebuild, so the binary shipped the old migration set and the schema change never ran. A build.rs now declares the dependency. Verified against a real database: bundle maths, the grant statement and its replay, 401 unauthenticated, 404 on unknown ids, 501 with no Stripe keys, and both already-owned refusals.
2025-09-11Add multiplayer bots, typing languages, and rework the UI layoutsrdusr1-0/+37
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.