Fix #28: stash live stats for beforeunload so leaderboard gets real score
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CI / build (pull_request) Successful in 33s
The beforeunload fallback in shell.html sends session-end data when the user closes the tab. Previously Module._analyticsLastStats was only set inside doEnd(), which runs when C explicitly ends a session. For the very common case of a player closing the tab mid-game (first session), the field was null and the fallback sent score 0. Add analytics_stash_stats() which serialises current stats into _analyticsLastStats every frame, so the beforeunload handler always has up-to-date data regardless of when the tab is closed.
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@@ -167,6 +167,20 @@ EM_JS(void, js_analytics_send_end, (int score, int level_reached,
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doEnd(sid, endReason, score, level_reached, lives_used, duration_secs);
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doEnd(sid, endReason, score, level_reached, lives_used, duration_secs);
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});
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});
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/* Stash current stats as JSON so the beforeunload fallback in
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* shell.html has up-to-date data if the user closes the tab. */
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EM_JS(void, js_analytics_stash_stats, (int score, int level_reached,
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int lives_used, int duration_secs), {
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if (!Module._analyticsUrl) return;
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Module._analyticsLastStats = JSON.stringify({
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score: score,
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level_reached: level_reached > 0 ? level_reached : 1,
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lives_used: lives_used,
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duration_seconds: duration_secs,
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end_reason: 'quit'
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});
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});
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/* ── C wrappers ─────────────────────────────────────────────────── */
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/* ── C wrappers ─────────────────────────────────────────────────── */
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void analytics_init(void) {
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void analytics_init(void) {
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@@ -188,6 +202,16 @@ void analytics_session_end(GameStats *stats, const char *end_reason) {
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);
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);
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}
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}
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void analytics_stash_stats(GameStats *stats) {
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stats_update_score(stats);
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js_analytics_stash_stats(
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stats->score,
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stats->levels_completed > 0 ? stats->levels_completed : 1,
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stats->deaths,
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(int)stats->time_elapsed
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);
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}
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#else
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#else
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/* ── Non-WASM stubs ─────────────────────────────────────────────── */
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/* ── Non-WASM stubs ─────────────────────────────────────────────── */
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@@ -202,4 +226,8 @@ void analytics_session_end(GameStats *stats, const char *end_reason) {
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(void)end_reason;
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(void)end_reason;
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}
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}
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void analytics_stash_stats(GameStats *stats) {
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(void)stats;
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}
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#endif /* __EMSCRIPTEN__ */
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#endif /* __EMSCRIPTEN__ */
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@@ -15,4 +15,8 @@ void analytics_session_start(void);
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* end_reason: "death", "quit", "timeout", or "completed". */
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* end_reason: "death", "quit", "timeout", or "completed". */
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void analytics_session_end(GameStats *stats, const char *end_reason);
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void analytics_session_end(GameStats *stats, const char *end_reason);
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/* Stash current stats so the beforeunload fallback has up-to-date data
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* if the user closes the tab mid-session. Call periodically. */
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void analytics_stash_stats(GameStats *stats);
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#endif /* JNR_ANALYTICS_H */
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#endif /* JNR_ANALYTICS_H */
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@@ -578,9 +578,10 @@ static void game_update(float dt) {
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level_update(&s_level, dt);
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level_update(&s_level, dt);
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/* Accumulate play time */
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/* Accumulate play time and keep the beforeunload fallback current. */
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if (s_session_active) {
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if (s_session_active) {
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s_stats.time_elapsed += dt;
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s_stats.time_elapsed += dt;
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analytics_stash_stats(&s_stats);
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}
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}
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/* Check for level exit transition */
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/* Check for level exit transition */
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