From a726d9f5fb56e1fd7983c5ac806d408ad78daa86 Mon Sep 17 00:00:00 2001 From: srdusr <99972264+srdusr@users.noreply.github.com> Date: Thu, 11 Sep 2025 21:53:00 +0200 Subject: 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. --- web/serve.mjs | 76 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 76 insertions(+) create mode 100644 web/serve.mjs (limited to 'web/serve.mjs') diff --git a/web/serve.mjs b/web/serve.mjs new file mode 100644 index 0000000..64d6339 --- /dev/null +++ b/web/serve.mjs @@ -0,0 +1,76 @@ +#!/usr/bin/env node +// Zero-dependency static file server for the TyperPunk web app. +// Replaces the Vite dev server so the web app has no npm runtime dependency. +import { createServer } from 'node:http'; +import { readFile, stat } from 'node:fs/promises'; +import { extname, join, normalize, resolve, sep } from 'node:path'; +import { fileURLToPath } from 'node:url'; + +const ROOT = resolve(fileURLToPath(new URL('.', import.meta.url))); +const PORT = Number(process.env.PORT) || 4173; +const HOST = process.env.HOST || '0.0.0.0'; + +const MIME_TYPES = { + '.html': 'text/html; charset=utf-8', + '.js': 'text/javascript; charset=utf-8', + '.mjs': 'text/javascript; charset=utf-8', + '.css': 'text/css; charset=utf-8', + '.json': 'application/json; charset=utf-8', + '.wasm': 'application/wasm', + '.svg': 'image/svg+xml', + '.png': 'image/png', + '.ico': 'image/x-icon', +}; + +async function resolveFile(urlPath) { + let decoded; + try { + decoded = decodeURIComponent(urlPath.split('?')[0]); + } catch { + return null; + } + const safePath = normalize(join(ROOT, decoded)); + if (safePath !== ROOT && !safePath.startsWith(ROOT + sep)) return null; + + let target = safePath; + try { + const info = await stat(target); + if (info.isDirectory()) target = join(target, 'index.html'); + } catch { + return null; + } + + try { + await stat(target); + return target; + } catch { + return null; + } +} + +const server = createServer(async (req, res) => { + const filePath = (await resolveFile(req.url)) || (await resolveFile('/index.html')); + if (!filePath) { + res.writeHead(404, { 'Content-Type': 'text/plain' }); + res.end('Not found'); + return; + } + try { + const body = await readFile(filePath); + const type = MIME_TYPES[extname(filePath)] || 'application/octet-stream'; + // This replaces a dev server, and the app is under active + // development - no cache headers at all left the browser free to + // hold onto old JS/CSS indefinitely with no way to tell it changed, + // which has already caused a real "why don't I see the fix" report. + res.writeHead(200, { 'Content-Type': type, 'Cache-Control': 'no-cache' }); + res.end(body); + } catch (err) { + res.writeHead(500, { 'Content-Type': 'text/plain' }); + res.end('Internal server error'); + console.error(err); + } +}); + +server.listen(PORT, HOST, () => { + console.log(`TyperPunk web running at http://localhost:${PORT}`); +}); -- cgit v1.2.3