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2026-02-25Give TyperPunk a mark, and fix the settings and custom text dialogssrdusr1-1/+4
Branding. The name was set in the body typeface and that was the whole of it. There is a mark now: a chevron, a baseline, and a block cursor resting on it, which reads as text being entered at a prompt and stays legible at 16 pixels. The chevron is drawn twice, the lower copy offset and in the secondary colour, which is the one stylistic note. The wordmark is split so the accent falls on the second half. Everything is drawn in the theme's own variables, so the mark follows the palette rather than carrying its own, and the favicon is the same drawing. The menu carried the name twice, as its own title and as the fixed corner mark. The corner mark exists for screens with no title of their own, so the menu keeps only the title, now the full lockup at size. The settings panel. Measured at 1280x900 it opened at y=506 with a height of 437, so it ran 140px past the bottom of a 900px window, and .app is overflow:hidden so there was nothing to scroll. It had no background either, so the fixed footer links rendered through the middle of it and, sitting higher in the stacking order, took the clicks: Playwright could not press the panel's own Close button because the footer intercepted every attempt. Both it and the custom text panel are dialogs now. Centred, opaque, above the fixed chrome, scrolling internally, with the page dimmed behind them. Their controls are buttons, but .quiet removes a button's border, so a panel of them read as a list of plain text labels with nothing to suggest any of it could be clicked. They keep an outline inside these panels. The checkbox was the browser's default control in a panel where nothing else was, and its border was too dark to see against the panel. Escape did not close either of them. The handler looked for .rail-settings-panel, which is a different panel on a different screen. A Dev section with a button that jumps straight to the results screen with invented figures was shipping to every visitor. It is limited to localhost. The top rail. The account control has moved into the icon row, right of Friends, and is the account's own picture once signed in: there is no avatar upload, so it is the initial over a colour hashed from the whole username, which gives every account a stable and distinct mark. Sign In and Sign Up sit on their own row beneath. The friends count is a badge under its icon rather than the words "2 online" beside it. That took the rail from 307px wide to 189px, which is what had been overlapping the wordmark by 75px at 390px. But it also made the rail taller, which put the close button back underneath it, so the rail now publishes its measured height and the content column starts below whatever that is. The rail is one row signed in and two signed out, so this is not a constant the stylesheet could hold. The wordmark was inline-flex, which blockified its two halves, so the name read as two lines to innerText: a screen reader, a copy-paste, or a test. The advertising slot has moved from inside the results screen to a banner across the top of the page, where a navigation bar usually goes. The header moves down to make room rather than being covered by it. It stays off the typing screen, the passive reader and the race lobby. Custom text: the panel had no title, and its hint was centred at 340px inside a 480px panel, which broke one sentence into three ragged lines. 3 browser tests pass. The store test now asserts the avatar replaces the sign-in links rather than expecting a button that has moved.
2026-01-13Fix the store showing every item as free, and six layout defectssrdusr2-15/+60
The catalogue served every price as $0.00. The Cosmetic struct typed price_cents as i64 against an INTEGER column, so sqlx refused the decode and unwrap_or_default turned the failure into a zero. Nothing was logged. The whole store read as free while the database held the real prices. Decode errors are now returned rather than defaulted away, and create_session refuses any amount at or below zero, so a price that fails to decode cannot become a session that grants an item without charging. Layout, all measured in a real browser at 1280, 820 and 390 pixels: - The close button sat underneath the fixed top rail. The rail reaches into the content column on any viewport under about 1350px, so the overlap was there for nearly every visitor. The button starts below the rail now. - The wordmark and the top rail overlapped by 75px at 390px. Both are fixed to the top of the viewport and neither knew about the other. Both give ground on narrow screens, and Sign Up drops out of the rail because Sign In reaches the same screen. - Store rows were 93px tall for one line of content, because .menu-button carries a vertical margin meant for a stacked menu. Twenty six items came to 2400px of scrolling. Rows are 47px and the page is 2467px rather than 3784px. - .stats-screen centres its children, so any child without a declared width shrink-wraps. That left the sign-in box at 415px, the bundle grid at 488px (which collapsed it to a single column) and the leaderboard table at 498px, all inside a 636px column. Every screen was swept for the same defect. .account-panel is the one narrow child that is deliberate: it declares max-width 360px because a sign-in form should not be 636px wide. - Leaderboard rows had a hard 461px minimum from fixed column widths, so at 390px the row ran from x=-36 to x=426 and the date column was cut off the side of the screen. The date is hidden on narrow viewports. - The profile links in the leaderboard were 21px tall, under the 24x24 minimum target size, and they are the only route to a player's profile. Sprites never showed as equipped: the store compared the equipped caret and flair but not the sprite. The store test bought items by clicking Buy, which used to grant them for nothing. It now asserts that Buy does not grant, then grants the items the way a signature-verified webhook would, and goes on to check that an equipped caret colour reaches the typing screen. All 21 screen and viewport combinations are clean for overlap, overflow, clipped content and target size. 3/3 browser tests pass.
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.
2025-09-13Rework the end screen figures, mode picker, corners and race viewsrdusr2-2/+10
End screen - Every figure is now a dim label directly over its value, the two centred on each other, grouped by what they qualify: RAW and PB under WPM, ERR and CONSISTENCY under ACC, KEYSTROKES and CHARACTERS either side of TIME. The row is a grid so TIME sits on the graph's exact centre line rather than drifting with its neighbours' widths. - Errors go back onto the wpm line. Their own y axis implied a magnitude a mistake does not have; what matters is when one happened. - Graph hover reads "wpm ... raw ... time" - the figures first, the second they happened in as the qualifier. Mode picker - Opens from the Single Player button itself, and choosing a mode starts it: picking what to type and starting it are one action. The control has now been a chevron notched into that button, a caption between the two buttons, a pill above them and a chip row below them; as the button's own menu it needs no separate real estate at all. Corners - Settings and Store move to the bottom-left. The top-left is the wordmark's alone. - The global racer count is gone from the home screen - it is not something you can act on there. The Friends control carries "N online" instead, which is. - Presence: users gain a last_seen column, touched at most once a minute per active user on any authenticated request, and the friends list reports who has been seen inside a five-minute window. Multiplayer race view - The standings move to the middle of the screen, the space the end screen's graph occupies, and now include your own row rather than opponents only. Pinned to the top-left corner they put what you are racing against in your peripheral vision and left out the one bar you most need to see. Programming mode - Snippets carry an explanation of what the code does. Shown under the passage while you type in single player; in multiplayer that space belongs to the standings, so it waits for the end screen, where it appears either way.
2025-09-11Add multiplayer bots, typing languages, and rework the UI layoutsrdusr6-0/+292
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.