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2025-12-07Move the server to PostgreSQL, harden the lyrics proxy, add a hacking modesrdusr1-2/+2
PostgreSQL - sqlx switched from the sqlite feature to postgres; the server now runs on Postgres 18 and the SQLite file is gone. - 95 placeholders renumbered from ? to $N. - REAL widened to DOUBLE PRECISION: Postgres REAL is float4 and will not decode into the f64 the code reads. - flagged and is_bot are real BOOLEANs rather than 0/1 integers, with the decode side reading bool. - The leaderboard's derived table gained the alias Postgres requires, its flag comparisons became boolean predicates, and INSERT OR IGNORE became ON CONFLICT DO NOTHING. - u32 binds cast to i64; Postgres has no unsigned integer types. - Integration tests run against a real database - Postgres has no in-memory mode - each in a throwaway schema, with search_path set per connection because it is session state and the pool opens more than one. - Timestamps stay TEXT for now and LISTEN/NOTIFY is still unused; both are recorded in TODO-postgres.md rather than left implied. Custom text and lyrics, checked rather than assumed - Custom files never reach the server: they are read in the browser through the File API, so there is no upload, no path handling and no remote file inclusion to have. Verified by driving a hostile file - markup in the body and in the filename - all the way onto the typing screen: it renders as literal characters, no nodes are created, nothing executes, and the filename is escaped in the attribution too. - That test found a real regression: picking Custom from the new mode picker selected it without ever starting it, so the mode was unstartable. - /api/lyrics fixes its upstream host, so it cannot be pointed elsewhere, but it was an unbounded relay: now rate limited per IP, with length caps on artist and track and a ceiling on the response body it will read. Hacking mode - 22 single-line drills across recon, web, memory safety, exploit development, crypto, post-exploitation and defence, each syntax highlighted and each explaining what the line actually does. All 19 modes verified to start, render and be typable.
2025-09-11Add multiplayer bots, typing languages, and rework the UI layoutsrdusr1-0/+42
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.