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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.
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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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