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/src/auth.js | 75 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 75 insertions(+) create mode 100644 web/src/auth.js (limited to 'web/src/auth.js') diff --git a/web/src/auth.js b/web/src/auth.js new file mode 100644 index 0000000..d4913ca --- /dev/null +++ b/web/src/auth.js @@ -0,0 +1,75 @@ +import { api, ApiError } from './api.js'; +import { mergeRemoteBests } from './pb.js'; + +// Mirrors theme.js's pattern: one module-level value plus a subscriber set, +// so every screen showing sign-in state (the corner rail, the main menu's +// bottom-left widget, the Account screen) repaints from the same source +// instead of each tracking its own copy. +let currentUser = null; +let resolved = false; +const listeners = new Set(); + +function setUser(user) { + currentUser = user; + resolved = true; + for (const fn of listeners) fn(currentUser); + // Reconciles local personal bests against the server's on every + // sign-in (including the session restored on page load, not just an + // explicit login) - a pure max(local, remote) merge, so running it + // every time is harmless and keeps a second device's progress visible + // here without a dedicated "sync now" action. + if (user) { + api.get('/api/stats/me').then(({ personal_bests }) => mergeRemoteBests(personal_bests)).catch(() => {}); + } +} + +// Fire-and-forget on module load: restores sign-in state from the session +// cookie (if any) without the caller needing to await anything up front. +const initial = api.get('/api/auth/me').then(user => setUser(user)).catch(() => setUser(null)); + +export function getUser() { + return currentUser; +} + +/** True once the initial /api/auth/me check has resolved either way. */ +export function isAuthResolved() { + return resolved; +} + +export function onAuthChange(fn) { + listeners.add(fn); + return () => listeners.delete(fn); +} + +export function whenAuthReady() { + return initial; +} + +export async function register(username, password) { + const user = await api.post('/api/auth/register', { username, password }); + setUser(user); + return user; +} + +export async function login(username, password) { + const user = await api.post('/api/auth/login', { username, password }); + setUser(user); + return user; +} + +// Fire-and-forget: called after every finished test regardless of sign-in +// state, so callers (endScreen.js) don't need their own "am I logged in" +// branch. No-ops for guests; a failed upload (session expired mid-test, +// network hiccup) is silently dropped rather than surfacing an error over a +// result the player has already seen and moved past. +export function submitTestResult(result) { + if (!currentUser) return; + api.post('/api/stats', result).catch(() => {}); +} + +export async function logout() { + try { await api.post('/api/auth/logout'); } catch { /* cookie may already be gone */ } + setUser(null); +} + +export { ApiError }; -- cgit v1.2.3