End-of-game scores are POSTed to a configurable backend URL; the main menu
gains a "Global Leaderboard" entry that fetches and renders the top N for
the current board. Default `global_leaderboard=0` ships the code dormant
until the backend at leaderboard_url is live.
Architecture:
- httpclient.h: thin async interface. http_post_json / http_get fire and
forget; the user callback runs from http_pump() (native) or the
Emscripten runtime (web). No blocking calls.
- httpclient_native.cpp: libcurl-multi, polled per frame.
- httpclient_web.cpp: emscripten_fetch (-sFETCH=1 link option).
- leaderboard.{h,cpp}: portable game-side module. Hand-rolled JSON
build/parse for the tiny fixed-shape wire format; no JSON dep.
Identity: player name + a player-typed "board name" (shared room code).
A per-install RFC-4122-v4 UUID `client_id` is auto-generated on first run
via SDL_rand_bits and stored in the config — server uses it for rate
limiting / dedup, not as a public identity.
Wire format (informational, server is out-of-tree):
POST /api/scores body: {board, name, client_id, score, skill,
gametype, end_scene, end_lives, end_health,
playtime, start_date, end_date}
resp: {rank, total}
GET /api/scores?board=&limit=50
resp: {board, total, scores:[{name,score,end_scene}]}
Hook points:
- manage.cpp game_start: populate hi.start_date; reset_submission().
- manage.cpp game_stop: populate hi.end_date and the profile name on hi,
then leaderboard::submit_score after scorefile.record.
- kobo.cpp main: http_init/http_shutdown around the run; generate
client_id on first run when empty.
- kobo.cpp kobo_gfxengine_t::frame: http_pump() before gsm.frame().
- states.cpp st_game_over post_render: renders "Submitting…" / "Rank #N of M"
/ "(offline)" under "GAME OVER".
- states.cpp main_menu: "Global Leaderboard" button (only when enabled
+ board name set).
- states.cpp st_global_leaderboard_t: new browser state listing top 16.
- options.cpp game_options: onoff toggle.
Out of scope for this commit (left as follow-ups):
- In-game text editor for board name / URL (form toolkit has no free-text
widget; users edit via config file or CLI flags for now).
- Retry queue across sessions.
- Server implementation. tools/mock-leaderboard.py is a 100-line Python
scratch server for local testing only.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
When KOBO_BENCH=1 is set in the environment, the game becomes a
hands-off benchmark:
* Skips the intro/menu sequence and pushes st_game directly with
scene=0, skill=CLASSIC, invulnerable ship, always_fire = constant
auto-fire, countdown = 0 so "GET READY" auto-pops in 700ms.
* Seeds pubrand and gamerand from KOBO_BENCH_SEED (default 12345)
so the map, stress spawn pattern, and enemy AI are identical
run-to-run.
* Defaults KOBO_STRESS=1500 unless overridden, so the move pass has
a steady workload, and KOBO_PROF=1 so the profiler is on.
* Counts frames in run_game; after KOBO_BENCH_FRAMES (default 1800)
it dumps prof to stderr and exits cleanly.
Usage from repo root (the cwd matters — relative GFX paths only
resolve from here):
KOBO_BENCH=1 ./build/kobodl 2>bench-logs/phaseN.log
A single command produces a comparable profiler dump at every phase
of the DOD refactor — no menus to navigate, no keyboard input,
identical workload.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Adds a tiny zone-based profiler (prof.{h,cpp}) enabled via KOBO_PROF=1.
Instruments run_game with zones for myship.move, enemies.move (split into
realize and move_pass), hit_structure, and hit_bolt. Adds KOBO_STRESS=N
to keep the enemy pool topped up with rocks for stable per-frame timing.
Why: the entity/render pipeline refactor in BENCH.md needs a comparable
baseline before any layout changes. Without a stress workload the natural
gameplay enemy count is too noisy to compare across commits.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
After the SDL 3 renderer migration, the engine has exactly one back
buffer (a CPU-side ARGB8888 SDL_Surface) and one presentation path
(upload to streaming SDL_Texture, RenderPresent). All the SDL 1.2
hardware-surface / page-flipping / depth / driver knobs were dead.
Removed from gfxengine_t:
- _doublebuf, doublebuffer() setter+getter
- _pages, pages() setter
- _shadow, shadow() setter+getter
- _depth + the depth argument processing in mode()
- _driver, driver() setter, gfx_drivers_t enum, GFX_DRIVER_SDL2D
- xflags + the extraflags parameter to open()
- broken_rgba8 (the OpenGL RGBA→RGBA4 workaround field)
- MAX_PAGES + backpage/frontpage + the per-page dirtyrects[]/
dirtytable[]/dirtywtable[] arrays. Collapsed to 1-D dirtytable.
- __invalidate(int page, ...) → __invalidate(rect, window).
- The per-page invalidate() switch on _pages.
- vsync() now hot-applies via SDL_SetRenderVSync (no hide/show cycle).
- mode() keeps the int-bits arg for API compat but ignores it.
Removed from prefs_t:
- videodriver, depth, doublebuf, shadow, pages, broken_rgba8.
Their config-file keys are now read as obsolete fields (silently
consumed, never re-written) so existing config files load cleanly
without breaking on unknown keys.
Removed from the options menu:
- Display Depth, Display Buffering Mode, Software Shadow Buffer,
Display Buffer Pages, Broken RGBA8.
Removed from the escape-hammering safe-video-mode reset path the
fields that no longer exist (doublebuf, pages, shadow, depth,
videodriver).
dashboard.cpp: dropped the doublebuffer()-guarded second pass of the
loading-animation nibble draw; SDL 3's single back buffer doesn't
need it.
Build clean, binary still runs.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Phase 7-8 of the migration. Replaces the per-subsystem stubs added in
the earlier "builds clean" commit with proper SDL 3 implementations.
- gfxengine: add SDL_Window* accessor window_handle() so callers that
need to talk to SDL 3's window APIs (grab, text input) can reach it.
- states.cpp mouse grab: SDL_WM_GrabInput → SDL_SetWindowMouseGrab.
Drops the local SDL_GRAB_* / SDL_WM_GrabInput stub macros.
- states.cpp text input: SDL_EnableUNICODE → SDL_StartTextInput /
SDL_StopTextInput. kobo.cpp event loop now handles
SDL_EVENT_TEXT_INPUT (in both quit_requested() and the main game
loop) and forwards each byte of the UTF-8 string as a unicode value
to gsm.press(-1, ch) so the high-score name-entry path keeps
working without any state-side changes.
- kobo.cpp joystick: full re-port of init_js / close_js using
SDL_GetJoysticks (returns SDL_JoystickID array), SDL_OpenJoystick,
SDL_CloseJoystick. options.cpp joystick enumeration already used
the new API from the previous commit.
- sound/audio.c: replace the silent stub with a real SDL 3 backend
built on SDL_OpenAudioDeviceStream + an SDL_AudioStreamCallback.
The engine's existing _audio_callback (Sint16 stereo fill-buffer)
is kept; a small adapter (sdl3_stream_callback) runs it on a
scratch buffer and pushes the result via SDL_PutAudioStreamData.
audio_lock/unlock now call SDL_LockAudioStream / SDL_UnlockAudioStream.
After this commit the binary opens an audio device successfully and
the joystick path resolves real SDL 3 calls. Renderer + audio +
input are now all on SDL 3 with no compat shims.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Import existing source tree; original VCS history is no longer available.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>