From 4933f669f8338ca5e4c64cf0294818c5d15ed122 Mon Sep 17 00:00:00 2001 From: srdusr <99972264+srdusr@users.noreply.github.com> Date: Wed, 14 Jan 2026 22:23:00 +0200 Subject: Make every passage long enough to be worth timing, and credit all of them The dataset's median passage was 69 characters, about twelve words, which is over in twelve seconds at an ordinary speed. Some packs were worse: shell had a median of 46 and a shortest entry of 17. That is the reason packs felt small. It was not the number of entries, which was 15 to 37 per pack, but the length of each one. Multiplayer had already hit this and worked around it: load_race_texts filters to 120 characters or more. That filter left only 61 of 350 passages eligible, 38 of them from two packs, so races repeated constantly and four packs could never come up at all. Both halves are fixed. Content: 104 longer passages added across every pack. The command packs get whole pipelines rather than single flags, which is how the tools are actually used and what the explanations were always for. Prose packs get passages that run 150 to 320 characters. Selection: a floor of 120 characters. Prose packs draw from their long entries where a pack holds at least five, so no pack is reduced to the same few passages. The command packs chain consecutive entries into one drill, which is the natural shape for them, and the explanations are collected so each line is still described. Measured over 400 draws per pack, every category now runs a median of 146 to 218 characters with a shortest draw of 120. The race pool went from 61 of 350 to 130 of 454. Attribution: 24 passages had none and displayed nothing at all under the text. They now say Unknown, which is the honest answer for a fact written for the pack, and the pangram is credited as one. The results and typing screens both fall back to Unknown rather than rendering an empty line, and the pack name is shown beside the source. Multiplayer results, three fixes: - PB never appeared. A race has no mode of its own, so modeKey was undefined, so recordResult never ran. Races share one key, because the passage is whatever the server dealt and a per-passage best would never be beaten. - Play Again started a solo test. A race carries standings and a solo run does not, so the results screen can tell them apart and now queues for another race. The end screen's own cleanup leaves the old room first. - CONSISTENCY was the longest label on the screen and made the accuracy column wider than the WPM column opposite it. It reads CON. RaceText carries the pack name so the results can show it for a race the same way single player does. 24 Rust tests and 3 browser tests pass. --- web/src/adSlot.js | 53 +++++++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 51 insertions(+), 2 deletions(-) (limited to 'web/src/adSlot.js') diff --git a/web/src/adSlot.js b/web/src/adSlot.js index 4b8ce2e..6dfb5b5 100644 --- a/web/src/adSlot.js +++ b/web/src/adSlot.js @@ -20,8 +20,13 @@ import { getUser, onAuthChange } from './auth.js'; // consent requirements with it. There is no consent mechanism here. // // Shown to signed-out visitors and to signed-in accounts without the -// supporter flag. Never shown on the typing screen: interrupting somebody -// mid-test is the one placement that would cost more than it earns. +// supporter flag. Never shown while typing: interrupting somebody mid-test is +// the one placement that would cost more than it earns. +// +// The slot sits across the top of the page, where a site's navigation bar +// usually goes, and the header moves down to make room rather than being +// covered. Screens that must not carry it call setAdBannerScreen with their +// own name. const SIZES = { // Roughly a leaderboard unit, and a mobile banner below the breakpoint. @@ -58,3 +63,47 @@ export function renderAdSlot(root, { size = 'banner', label = 'Advertisement' } wrap.remove(); }; } + + +// Screens the banner stays off. Typing and passive reading are both somebody +// working through a text, and the race lobby leads straight into typing. +const HIDDEN_ON = new Set(['typing', 'passive', 'multiplayer']); + +/// Mounts the top banner once, outside the screen root so that redrawing a +/// screen does not reload it. Returns a function that takes the current +/// screen name. +export function mountTopAdBanner() { + const bar = document.createElement('div'); + bar.className = 'ad-banner-top'; + document.body.insertBefore(bar, document.body.firstChild); + + const inner = document.createElement('div'); + inner.className = 'ad-banner-inner'; + bar.appendChild(inner); + const cleanupSlot = renderAdSlot(inner); + + let screenName = 'menu'; + + function paint() { + const show = shouldShowAds() && !HIDDEN_ON.has(screenName); + bar.hidden = !show; + // The wordmark and the top rail are fixed to the top of the viewport + // and the content column is offset from it, so all three have to know + // the banner's height or the banner would sit on top of them. + document.documentElement.style.setProperty( + '--ad-banner-h', show ? 'var(--ad-banner-height)' : '0px'); + } + + paint(); + const unsubscribe = onAuthChange(paint); + + return { + setScreen(name) { screenName = name; paint(); }, + cleanup() { + unsubscribe(); + cleanupSlot(); + bar.remove(); + document.documentElement.style.removeProperty('--ad-banner-h'); + }, + }; +} -- cgit v1.2.3