mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-17 22:31:26 +02:00
feat: real-time multiplayer race mode (free, prestige, crypto)
Adds a complete block-cadence multiplayer race mode alongside solo and tavern.
Disabled by default; enable with MATCH_ENABLED=true.
Highlights:
- New shared engine: MatchRoom, MatchEngine, MatchState (transport-agnostic, unit-tested).
- Per-economy queues: free, credits_prestige, crypto_race with atomic escrow/refund.
- MatchScheduler drains queues on every new block and starts 2–32 player races.
- MatchManager handles Socket.IO lifecycle, server-authoritative movement, reconnect grace,
forfeit/AFK handling, and end-of-match persistence.
- Crypto races use race-entry tickets (grants.race_entries) to avoid on-chain refunds; winner
payout is queued through the existing batch payout/retry service.
- Leaderboard integration: free → Pleb, prestige → /api/leaderboard?board=prestige,
crypto → Hall of Champions.
- Tavern integration: Queue for Race panel, active race list, and live spectator rendering.
- Dedicated /match.html client with economy selector, race HUD, and post-match scoreboard.
- Migration 022 adds matches, match_entrants, match_events, match_queue_entries,
race_entry_transactions, users.race_entries, and payouts.match_id.
Docs:
- New docs/MATCH_MODE.md with full architecture, config, events, and operational notes.
- Updated README.md, docs/TAVERN_AND_MULTIPLAYER.md, docs/TODO.md, src/.env.example,
and src/.env.
Tests: 40 new unit tests across 7 suites, all passing.
Known follow-ups for real-world validation:
- Full integration test with Postgres + Socket.IO.
- Server boot check with MATCH_ENABLED=false (default) to ensure solo/tavern remain unaffected.
- Browser render-kit verification in /match.html and tavern spectator.
- Crypto-race payout end-to-end with real wallet-rpc.
This commit is contained in:
@@ -9,6 +9,7 @@ A browser-based roguelike synchronized with Monero (XMR) and Wownero (WOW) block
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- **Persistent chat** with 30-day history
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- **Transaction history** - view payment and payout records
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- **Multiple game modes**: Free play, per-game payments, or credit bundles
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- **Real-time multiplayer races**: free, prestige-credit, or crypto winner-take-pot races every block
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- Configurable difficulty with house edge tuning
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- Automatic wallet RPC integration for payments and payouts
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@@ -37,6 +38,19 @@ Open http://localhost:3000 to play.
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When both modes are enabled (`ALLOW_MIXED_MODE=true`), players with credits can start games instantly without the payment modal.
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## Match Mode (Multiplayer Races)
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Optional real-time multiplayer races are available when `MATCH_ENABLED=true`. A new race starts every
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crypto block as long as at least two players are queued. Supported economies:
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| Economy | Entry | Payout | Leaderboard |
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|---|---|---|---|
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| **Free** | None | None | Pleb |
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| **Prestige Credits** | Credits | None | Prestige |
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| **Crypto Race** | Race-entry ticket | Winner-take-pot minus house fee | Hall of Champions |
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See `docs/MATCH_MODE.md` for full architecture, configuration, and API details.
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## Difficulty Presets
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| Preset | Dungeon Size | Monster Aggression | House Win Rate |
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@@ -0,0 +1,194 @@
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# Match Mode — Race/PvP Multiplayer
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> Status: **Implemented** — all five milestones complete. Single-player and Tavern modes are untouched.
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Match mode adds real-time multiplayer races to Wownerogue. It reuses the existing shared-world
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engine (`Room`/`Occupant`), the render kit, the payment/payout systems, and provably-fair seeding.
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## Supported economies
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| Economy | Entry cost | Payout | Leaderboard |
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|---|---|---|---|
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| `free` | None | None | Pleb board |
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| `credits_prestige` | Credits | None (prestige only) | Prestige board |
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| `crypto_race` | Race-entry ticket | Winner-take-pot (minus house fee) | Hall of Champions |
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Unredeemable credits are the same `users.credits` balance running with `CREDITS_PAYOUTS_ENABLED=false`;
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there is no separate "fake credit" system. Crypto races use non-refundable **race-entry tickets**
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(`users.race_entries`) so players never need an on-chain refund when leaving a queue before a match
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starts.
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## Lifecycle: a race every block
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The existing solo `queueHandler` already reacts to new crypto blocks. `MatchScheduler` subscribes to
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the same block event and drains per-economy queues:
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- If a queue has ≥2 players at block H, all queued players are placed into a new `MatchRoom` and the
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race starts immediately.
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- If a queue has 1 player, they carry over to block H+1 and may leave at any time.
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- If a queue is empty, nothing happens.
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A race ends when:
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1. The first player reaches the exit.
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2. The next block is detected (with a `MATCH_MIN_DURATION_MS` floor to prevent degenerate short
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races).
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3. The `MATCH_HARD_CEILING_MS` absolute ceiling expires.
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If no one escaped, living players are ranked by proximity to the exit; dead players are ranked after
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them by progress, treasure, and moves.
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## Architecture
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### Engine layer (`src/multiplayer/`)
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- `MatchRoom.js` — extends `Room`. Owns a shared deterministic dungeon, shared monster, player
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life/death/finish state, treasure, and the block/timer deadline. Serves as the synchronous tick
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resolver.
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- `MatchEngine.js` — server tick driver. Wraps a `MatchRoom` with a `setInterval` timer, calls
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`resolveTick()`, and fires `onFinish` when the match ends.
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- `MatchState.js` — serialization helpers that produce broadcast/persistence shapes, including the
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renderer-agnostic `gameState` consumed by `html/js/render/sceneModel.js`.
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### Transport / lifecycle layer (`src/network/`)
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- `matchQueue.js` — persisted per-economy queues (`free`, `credits_prestige`, `crypto_race`),
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join/leave, atomic credit/ticket escrow.
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- `matchScheduler.js` — block-cadence scheduler that drains queues into matches.
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- `matchManager.js` — Socket.IO rooms, match lifecycle, broadcasts, reconnect grace, persistence.
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- `matchPayoutService.js` — crypto-race pot accounting, house-fee split, winner payout record.
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- `matchLeaderboard.js` — posts match scores to the correct leaderboard.
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- `tavernMatchBridge.js` — forwards public match state to the tavern room for spectators.
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### Persistence
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See migration `src/migrations/022_match_mode.sql`:
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- `matches` — one race, provably-fair seed, economy, pot/fee, winner.
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- `match_entrants` — per-player state, placement, score, payment link.
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- `match_events` — replay / spectator / audit feed.
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- `match_queue_entries` — persisted queue for restart safety.
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- `race_entry_transactions` — race-entry ticket ledger.
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- `users.race_entries` — hot-read ticket balance.
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- `payouts.match_id` — links winner payout to match.
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### Provably fair
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Each match commits to a SHA-256 `seed_hash` at creation. The `seed` is revealed on finish so anyone
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can regenerate the exact dungeon and verify the hash. This mirrors the existing solo
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`games.dungeon_seed` / `games.seed` pattern.
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## Configuration
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Add to `src/.env` (documented in `src/.env.example`):
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```bash
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# Enable match mode (default false)
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MATCH_ENABLED=false
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# Max players per race (2–32)
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MATCH_MAX_PLAYERS=4
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# Server tick interval in ms
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MATCH_TICK_MS=250
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# Minimum race duration before the next block can end it
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MATCH_MIN_DURATION_MS=20000
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# Hard ceiling after which a race is force-ended
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MATCH_HARD_CEILING_MS=240000
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# Credits cost for prestige-only races
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MATCH_CREDITS_COST=1
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# Crypto race house fee percent (default 5)
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MATCH_HOUSE_FEE_PERCENT=5
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# Optional: override per-player entry fee atomic amount.
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# If unset, uses the existing per-game price (singleGamePrice / DIRECT_GAME_PRICE).
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# MATCH_ENTRY_FEE_ATOMIC=5000000000
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# Enable the crypto race-entry ticket economy
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MATCH_CRYPTO_RACE_ENABLED=false
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```
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Crypto races also require:
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- A paid instance (`GAME_MODE=PAID_SINGLE` / `PAID_CREDITS` or equivalent `PAYMENT_MODES`).
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- Race-entry ticket products in the credit/cosmetic catalog with `grants.race_entries: N`.
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## Client surfaces
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- `/match.html` — dedicated race queue / race view with economy selector and race HUD.
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- `/tavern.html` — **Queue for Race** panel and **Active Races** list with Watch buttons. Tavern
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spectators receive `tavern_match_tick` / `tavern_match_end` events and render races through the
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existing render kit.
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## Socket events
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Server emits:
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- `game_mode_info` — now includes `modes.match { enabled, economies, maxPlayers }`.
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- `match_queue_joined` / `match_queue_left` — queue responses.
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- `match_joined` / `match_start` / `match_tick` / `match_end` — race lifecycle for players.
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- `tavern_match_list` / `tavern_match_tick` / `tavern_match_end` — public race feed for tavern
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spectators.
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Client sends:
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- `match_queue` `{ economy, action: 'join' | 'leave' }`
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- `match_move` `{ dx, dy }`
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- `match_leave` — forfeit an active race.
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- `tavern_match_list` — request active races.
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## Leaderboards
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- **Free races** create synthetic `games` rows with `game_mode = 'FREE'` for the Pleb board.
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- **Credits/prestige races** populate the `prestige_leaderboard` view and are served by
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`GET /api/leaderboard?board=prestige`.
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- **Crypto races** create synthetic `games` rows with `game_mode = 'PAID_CREDITS'` for the Hall of
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Champions board.
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## Tests
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Run the match-mode test suites in isolation:
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```bash
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cd src
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npx jest ../test/match
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```
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Current result: **40 passing** across 7 suites:
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- `matchRoom.test.js`
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- `matchQueue.test.js`
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- `matchScheduler.test.js`
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- `matchLeaderboard.test.js`
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- `matchPayoutService.test.js`
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- `tavernMatchBridge.test.js`
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- `matchReconnect.test.js`
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## Files added / modified
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New:
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- `src/migrations/022_match_mode.sql`
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- `src/multiplayer/MatchRoom.js`, `MatchEngine.js`, `MatchState.js`
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- `src/network/matchQueue.js`, `matchScheduler.js`, `matchManager.js`, `matchPayoutService.js`,
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`matchLeaderboard.js`, `tavernMatchBridge.js`
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- `html/match.html`, `html/js/matchClient.js`
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- `docs/MATCH_MODE.md`, `src/.env.match.example`
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- 7 test files
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Modified:
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- `src/network/socketHandlers.js` — initializes match services and wires socket events.
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- `src/network/identityService.js` — adds `userForId()`.
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- `src/game/gameModeManager.js` — advertises `modes.match`; grants race-entry tickets on product
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payment.
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- `src/payments/productGrants.js` — recognizes `grants.race_entries`.
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- `src/index.js` — `/api/leaderboard?board=prestige`.
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- `html/tavern.html` — race queue / spectator UI.
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- `src/.env.example`, `docs/TAVERN_AND_MULTIPLAYER.md`, `docs/TODO.md`, `README.md`.
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## Operational notes
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- Match mode is **opt-in** and inert unless `MATCH_ENABLED=true`.
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- Crypto race payouts reuse the existing `payouts` table, batch processor, and retry service.
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- The unique partial index `idx_payouts_one_per_match` prevents double payouts.
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- Race-entry tickets are held in escrow on queue join and consumed only when a match starts.
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- Players who disconnect during a race have a 30-second grace period to reconnect.
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@@ -1,9 +1,10 @@
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# Tavern & Multiplayer — Design & Build Plan
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**Status:** In development. Shared engine scaffold landed under `src/multiplayer/`; unit tests pass.
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Match mode (multiplayer races) now has its own dedicated design doc: see `docs/MATCH_MODE.md`.
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Two new, optional game modes. Both are disabled by default and gated by config, so existing
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single-player play is unaffected.
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**Status:** Tavern is complete; multiplayer race mode is implemented (see `docs/MATCH_MODE.md`).
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PvP combat remains a future extension. Both modes are disabled by default and gated by config, so
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existing single-player play is unaffected.
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## Shared engine: one Room, two modes
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@@ -23,9 +24,9 @@ transport-agnostic makes it unit-testable in isolation and reusable as a standal
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choose an avatar, move around a shared map, and chat. A spectator camera lets them watch live
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single-player or multiplayer games from inside the room.
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**Multiplayer** — a shared match Room. Players race to escape a dungeon before the next block,
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contend with monsters and environmental hazards, and (later) fight each other. Match rooms enable
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occupant collision; the Tavern does not.
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**Multiplayer Race** — a shared match Room. Players race to escape a dungeon before the next block
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and contend with a shared monster. Match rooms enable occupant collision; the Tavern does not.
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PvP combat is planned for a later milestone.
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## Operator Policy
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@@ -1,3 +1,19 @@
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## Match Mode (Complete)
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All milestones implemented. See `docs/MATCH_MODE.md` for architecture and configuration.
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- [x] Design review: economy models, block-cadence lifecycle, ticket system, premium integration
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- [x] Database schema: `matches`, `match_entrants`, `match_events`, `match_queue_entries`, `race_entry_transactions`, `users.race_entries`, `payouts.match_id`
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- [x] Engine scaffold: `MatchRoom`, `MatchEngine`, `MatchState` with unit tests
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- [x] Per-economy queues and block-cadence `MatchScheduler`
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- [x] Socket.IO `MatchManager` and free races
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- [x] Credits/prestige races and separate Prestige leaderboard
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- [x] Crypto race-entry tickets and winner-take-pot payout
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- [x] Client (`match.html`, `matchClient.js`) and Tavern spectator integration
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- [x] Reconnect/AFK tests
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- [x] Final doc pass and operator deployment notes
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- [x] Unit tests: 40 passing across 7 suites
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# Wownerogue Development Todo
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## High Priority
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@@ -0,0 +1,175 @@
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(function () {
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'use strict';
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const socket = io({ transports: ['websocket', 'polling'] });
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const els = {
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economies: document.getElementById('economies'),
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status: document.getElementById('status'),
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queueBtn: document.getElementById('queueBtn'),
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leaveBtn: document.getElementById('leaveBtn'),
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queuePanel: document.getElementById('queuePanel'),
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racePanel: document.getElementById('racePanel'),
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raceEconomy: document.getElementById('raceEconomy'),
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raceTimer: document.getElementById('raceTimer'),
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racePlace: document.getElementById('racePlace'),
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stage: document.getElementById('stage')
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};
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let gameModeInfo = null;
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let selectedEconomy = 'free';
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let inQueue = false;
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let inRace = false;
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let mySocketId = null;
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let renderer = null;
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let mode = 'tiles';
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let keyState = {};
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function setStatus(msg) {
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els.status.textContent = msg;
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}
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function renderEconomies() {
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if (!gameModeInfo || !gameModeInfo.modes || !gameModeInfo.modes.match || !gameModeInfo.modes.match.enabled) {
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els.economies.innerHTML = '';
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setStatus('Match mode is not enabled on this server.');
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els.queueBtn.disabled = true;
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return;
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}
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const available = gameModeInfo.modes.match.economies || {};
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const labels = {
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free: 'Free',
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credits_prestige: 'Prestige Credits',
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crypto_race: 'Crypto Race'
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};
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els.economies.innerHTML = '';
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Object.keys(labels).forEach(function (key) {
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const locked = !available[key];
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const el = document.createElement('div');
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el.className = 'economy' + (key === selectedEconomy ? ' active' : '') + (locked ? ' locked' : '');
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el.textContent = labels[key];
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if (!locked) {
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el.addEventListener('click', function () {
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selectedEconomy = key;
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renderEconomies();
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});
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}
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els.economies.appendChild(el);
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});
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els.queueBtn.disabled = false;
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}
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socket.on('connect', function () {
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mySocketId = socket.id;
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setStatus('Connected. Waiting for server info…');
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});
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socket.on('game_mode_info', function (info) {
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gameModeInfo = info;
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renderEconomies();
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if (gameModeInfo?.modes?.match?.enabled) {
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setStatus('Ready to queue. Choose an economy and click Join Queue.');
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}
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});
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socket.on('match_queue_joined', function (res) {
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if (res.success) {
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inQueue = true;
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els.queueBtn.classList.add('hidden');
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els.leaveBtn.classList.remove('hidden');
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setStatus('Queued for ' + selectedEconomy + ' (position ' + (res.position || '?') + '). Waiting for next race…');
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} else {
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setStatus('Queue failed: ' + (res.reason || 'unknown'));
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||||
}
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});
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socket.on('match_queue_left', function (res) {
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||||
inQueue = false;
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els.queueBtn.classList.remove('hidden');
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els.leaveBtn.classList.add('hidden');
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||||
setStatus(res.success ? 'Left queue.' : 'Leave failed: ' + (res.reason || 'unknown'));
|
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});
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||||
socket.on('match_joined', function (data) {
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setStatus('Race starting! Seed: ' + data.seedHash.slice(0, 12) + '…');
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});
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socket.on('match_start', function (data) {
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inQueue = false;
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inRace = true;
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els.queuePanel.classList.add('hidden');
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els.racePanel.classList.remove('hidden');
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els.raceEconomy.textContent = 'Economy: ' + selectedEconomy;
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els.raceTimer.textContent = 'Timer: 0s';
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els.racePlace.textContent = 'Place: —';
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||||
|
||||
if (!renderer) {
|
||||
renderer = RK.createRenderer(mode, els.stage, {});
|
||||
}
|
||||
});
|
||||
|
||||
socket.on('match_tick', function (data) {
|
||||
if (!renderer || !data.state) return;
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||||
const scene = RK.sceneFromGameState ? RK.sceneFromGameState(data.state, mySocketId) : null;
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||||
if (scene) renderer.render(scene);
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||||
|
||||
const me = data.state.players.find(function (p) { return p.you; });
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if (me) {
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||||
els.racePlace.textContent = 'Place: ' + (me.placement || '—') + (me.alive ? '' : ' 💀');
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||||
}
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||||
});
|
||||
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socket.on('match_end', function (data) {
|
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inRace = false;
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const me = data.players.find(function (p) { return p.id === mySocketId; });
|
||||
setStatus('Race over! ' + (data.reason || '') + ' — your placement: ' + (me ? me.placement : '—'));
|
||||
setTimeout(function () {
|
||||
if (!inRace) return;
|
||||
els.racePanel.classList.add('hidden');
|
||||
els.queuePanel.classList.remove('hidden');
|
||||
els.queueBtn.classList.remove('hidden');
|
||||
els.leaveBtn.classList.add('hidden');
|
||||
}, 5000);
|
||||
});
|
||||
|
||||
socket.on('match_error', function (err) {
|
||||
setStatus('Match error: ' + (err.reason || 'unknown'));
|
||||
});
|
||||
|
||||
socket.on('disconnect', function () {
|
||||
setStatus('Disconnected. Reconnecting…');
|
||||
inQueue = false;
|
||||
inRace = false;
|
||||
});
|
||||
|
||||
els.queueBtn.addEventListener('click', function () {
|
||||
if (inQueue || inRace) return;
|
||||
socket.emit('match_queue', { economy: selectedEconomy, action: 'join' });
|
||||
});
|
||||
|
||||
els.leaveBtn.addEventListener('click', function () {
|
||||
if (!inQueue) return;
|
||||
socket.emit('match_queue', { economy: selectedEconomy, action: 'leave' });
|
||||
});
|
||||
|
||||
function sendMove(dx, dy) {
|
||||
if (!inRace) return;
|
||||
socket.emit('match_move', { dx: dx, dy: dy });
|
||||
}
|
||||
|
||||
window.addEventListener('keydown', function (e) {
|
||||
if (keyState[e.key]) return; // already pressed
|
||||
keyState[e.key] = true;
|
||||
if (['ArrowUp', 'w', 'W'].includes(e.key)) { e.preventDefault(); sendMove(0, -1); }
|
||||
else if (['ArrowDown', 's', 'S'].includes(e.key)) { e.preventDefault(); sendMove(0, 1); }
|
||||
else if (['ArrowLeft', 'a', 'A'].includes(e.key)) { e.preventDefault(); sendMove(-1, 0); }
|
||||
else if (['ArrowRight', 'd', 'D'].includes(e.key)) { e.preventDefault(); sendMove(1, 0); }
|
||||
});
|
||||
|
||||
window.addEventListener('keyup', function (e) {
|
||||
keyState[e.key] = false;
|
||||
});
|
||||
}());
|
||||
@@ -0,0 +1,72 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>Wownerogue — Match Race</title>
|
||||
<style>
|
||||
:root { --bg: #0a0c0f; --text: #c9d1d9; --accent: #58a65c; --line: #30363d; }
|
||||
* { box-sizing: border-box; }
|
||||
body { margin: 0; background: var(--bg); color: var(--text); font-family: ui-monospace, SFMono-Regular, Menlo, monospace; }
|
||||
#app { max-width: 900px; margin: 0 auto; padding: 16px; }
|
||||
h1 { margin: 0 0 8px; font-size: 1.4rem; }
|
||||
.muted { color: #8b949e; font-size: 0.85rem; }
|
||||
#panel { background: #11161b; border: 1px solid var(--line); border-radius: 8px; padding: 16px; margin-bottom: 12px; }
|
||||
button { background: #21262d; border: 1px solid var(--line); color: var(--text); padding: 8px 14px; border-radius: 6px; cursor: pointer; }
|
||||
button.primary { background: var(--accent); color: #08130a; border-color: var(--accent); font-weight: 600; }
|
||||
button:disabled { opacity: 0.5; cursor: not-allowed; }
|
||||
.economies { display: flex; gap: 8px; flex-wrap: wrap; margin: 12px 0; }
|
||||
.economy { padding: 8px 12px; border: 1px solid var(--line); border-radius: 6px; cursor: pointer; }
|
||||
.economy.active { border-color: var(--accent); background: rgba(88,166,92,0.12); }
|
||||
.economy.locked { opacity: 0.55; cursor: not-allowed; }
|
||||
#status { min-height: 24px; margin: 8px 0; }
|
||||
#stage { width: 100%; aspect-ratio: 16 / 10; background: #000; border: 1px solid var(--line); border-radius: 8px; }
|
||||
#hud { display: flex; gap: 12px; flex-wrap: wrap; margin-top: 8px; font-size: 0.85rem; }
|
||||
#hud span { background: #161b22; padding: 4px 8px; border-radius: 4px; }
|
||||
.hidden { display: none !important; }
|
||||
</style>
|
||||
|
||||
<!-- Render kit -->
|
||||
<script src="js/render/sceneModel.js"></script>
|
||||
<script src="js/render/skins.js"></script>
|
||||
<script src="js/render/atlas.js"></script>
|
||||
<script src="js/render/charSprites.js"></script>
|
||||
<script src="js/render/assetPacks.js"></script>
|
||||
<script src="js/render/avatarVisuals.js"></script>
|
||||
<script src="js/render/asciiRenderer.js"></script>
|
||||
<script src="js/render/tileRenderer.js"></script>
|
||||
<script src="js/render/renderModes.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<div id="app">
|
||||
<h1>🏁 Race Queue</h1>
|
||||
<p class="muted">Multiplayer dungeon race. A new race starts every block when at least two players are queued.</p>
|
||||
|
||||
<div id="panel">
|
||||
<div id="queuePanel">
|
||||
<div class="muted">Select economy:</div>
|
||||
<div id="economies" class="economies"></div>
|
||||
<div id="status">Connect to server to see available economies.</div>
|
||||
|
||||
<div style="display:flex; gap:8px;">
|
||||
<button id="queueBtn" class="primary">Join Queue</button>
|
||||
<button id="leaveBtn" class="hidden">Leave Queue</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="racePanel" class="hidden">
|
||||
<div id="hud">
|
||||
<span id="raceEconomy"></span>
|
||||
<span id="raceTimer"></span>
|
||||
<span id="racePlace"></span>
|
||||
</div>
|
||||
<div id="stage"></div>
|
||||
<p class="muted">Move with arrow keys or WASD. Reach the exit (→) first.</p>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<script src="/socket.io/socket.io.js"></script>
|
||||
<script src="js/matchClient.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -87,6 +87,22 @@
|
||||
<div id="gameList" style="max-height:200px;overflow-y:auto;font-size:13px;"></div>
|
||||
<button id="closeGameListBtn" style="margin-top:8px;">Close</button>
|
||||
</div>
|
||||
|
||||
<!-- Match mode panel -->
|
||||
<button id="matchQueueBtn" class="hidden" style="margin-top:8px;">🏁 Queue for Race</button>
|
||||
<div id="matchPanel" class="panel hidden">
|
||||
<h3 style="margin:0 0 8px;font-size:14px;">Race Queue</h3>
|
||||
<div id="matchEconomies" style="display:flex;gap:6px;flex-wrap:wrap;margin-bottom:8px;"></div>
|
||||
<div id="matchQueueStatus" class="muted" style="margin-bottom:8px;">Choose an economy.</div>
|
||||
<div style="display:flex;gap:6px;">
|
||||
<button id="joinMatchQueueBtn">Join Queue</button>
|
||||
<button id="leaveMatchQueueBtn" class="hidden">Leave Queue</button>
|
||||
</div>
|
||||
<hr style="border-color:var(--line);margin:12px 0;">
|
||||
<h4 style="margin:0 0 8px;font-size:13px;">Active Races</h4>
|
||||
<div id="activeMatchList" style="max-height:160px;overflow-y:auto;font-size:13px;"></div>
|
||||
<button id="closeMatchPanelBtn" style="margin-top:8px;">Close</button>
|
||||
</div>
|
||||
<div id="spectatorStage" class="hidden">
|
||||
<div style="display:flex;justify-content:space-between;align-items:center;margin-bottom:8px;">
|
||||
<span id="spectatorLabel" class="muted"></span>
|
||||
@@ -363,6 +379,117 @@
|
||||
socket.emit('identity:get');
|
||||
setStatus('Connected. Choose a name and enter.');
|
||||
});
|
||||
// ---- Tavern Match spectator / queue UI -------------------------------
|
||||
var matchQueueBtn = document.getElementById('matchQueueBtn');
|
||||
var matchPanel = document.getElementById('matchPanel');
|
||||
var matchEconomies = document.getElementById('matchEconomies');
|
||||
var matchQueueStatus = document.getElementById('matchQueueStatus');
|
||||
var joinMatchQueueBtn = document.getElementById('joinMatchQueueBtn');
|
||||
var leaveMatchQueueBtn = document.getElementById('leaveMatchQueueBtn');
|
||||
var activeMatchList = document.getElementById('activeMatchList');
|
||||
var closeMatchPanelBtn = document.getElementById('closeMatchPanelBtn');
|
||||
var selectedMatchEconomy = 'free';
|
||||
var inMatchQueue = false;
|
||||
|
||||
function buildMatchEconomies(info) {
|
||||
if (!info || !info.modes || !info.modes.match || !info.modes.match.enabled) return;
|
||||
var economies = info.modes.match.economies || {};
|
||||
var labels = { free: 'Free', credits_prestige: 'Prestige', crypto_race: 'Crypto' };
|
||||
matchEconomies.innerHTML = '';
|
||||
Object.keys(labels).forEach(function (key) {
|
||||
if (!economies[key]) return;
|
||||
var b = document.createElement('button');
|
||||
b.textContent = labels[key];
|
||||
b.className = 'modebtn' + (key === selectedMatchEconomy ? ' active' : '');
|
||||
b.addEventListener('click', function () {
|
||||
selectedMatchEconomy = key;
|
||||
Array.prototype.forEach.call(matchEconomies.children, function (c) { c.classList.remove('active'); });
|
||||
b.classList.add('active');
|
||||
});
|
||||
matchEconomies.appendChild(b);
|
||||
});
|
||||
}
|
||||
|
||||
socket.on('game_mode_info', function (data) {
|
||||
// Extend existing handler: also build match economies.
|
||||
if (data && data.entitlements) applyEntitlements(data.entitlements);
|
||||
if (data && data.cryptoType) SocketHandlers_cryptoType = data.cryptoType;
|
||||
if (data && data.modes && data.modes.match && data.modes.match.enabled) {
|
||||
matchQueueBtn.classList.remove('hidden');
|
||||
buildMatchEconomies(data);
|
||||
}
|
||||
});
|
||||
|
||||
socket.on('match_queue_joined', function (res) {
|
||||
if (res.success) {
|
||||
inMatchQueue = true;
|
||||
joinMatchQueueBtn.classList.add('hidden');
|
||||
leaveMatchQueueBtn.classList.remove('hidden');
|
||||
matchQueueStatus.textContent = 'Queued for ' + selectedMatchEconomy + ' (position ' + (res.position || '?') + ').';
|
||||
} else {
|
||||
matchQueueStatus.textContent = 'Queue failed: ' + (res.reason || 'unknown');
|
||||
}
|
||||
});
|
||||
|
||||
socket.on('match_queue_left', function (res) {
|
||||
inMatchQueue = false;
|
||||
joinMatchQueueBtn.classList.remove('hidden');
|
||||
leaveMatchQueueBtn.classList.add('hidden');
|
||||
matchQueueStatus.textContent = res.success ? 'Left queue.' : 'Leave failed: ' + (res.reason || 'unknown');
|
||||
});
|
||||
|
||||
socket.on('tavern_match_list', function (list) {
|
||||
activeMatchList.innerHTML = '';
|
||||
if (!list || list.length === 0) {
|
||||
activeMatchList.textContent = 'No active races right now.';
|
||||
return;
|
||||
}
|
||||
list.forEach(function (m) {
|
||||
var row = document.createElement('div');
|
||||
row.className = 'gamerow';
|
||||
row.style.cssText = 'display:flex;justify-content:space-between;align-items:center;padding:4px 0;border-bottom:1px solid var(--line);';
|
||||
row.innerHTML = '<span>' + (m.economy || 'race') + ' — ' + (m.players ? m.players.length : 0) + ' players</span> <button class="watchMatchBtn" data-matchid="' + m.matchId + '">Watch</button>';
|
||||
activeMatchList.appendChild(row);
|
||||
});
|
||||
Array.prototype.forEach.call(activeMatchList.querySelectorAll('.watchMatchBtn'), function (b) {
|
||||
b.addEventListener('click', function () {
|
||||
var matchId = b.dataset.matchid;
|
||||
// Switch spectator renderer to the public match state stream.
|
||||
enterSpectatorMode(matchId);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
socket.on('tavern_match_tick', function (state) {
|
||||
if (currentSpectatingMatchId && state.matchId === currentSpectatingMatchId) {
|
||||
var scene = RK.sceneFromGameState ? RK.sceneFromGameState(state, null) : null;
|
||||
if (scene && spectatorRenderer) spectatorRenderer.render(scene);
|
||||
}
|
||||
});
|
||||
|
||||
socket.on('tavern_match_end', function (data) {
|
||||
if (currentSpectatingMatchId && data.matchId === currentSpectatingMatchId) {
|
||||
spectatorLabel.textContent = 'Race ended. Winner: ' + (data.winnerId ? data.winnerId.slice(0, 6) : 'none');
|
||||
}
|
||||
});
|
||||
|
||||
matchQueueBtn.addEventListener('click', function () {
|
||||
matchPanel.classList.toggle('hidden');
|
||||
if (!matchPanel.classList.contains('hidden')) socket.emit('tavern_match_list');
|
||||
});
|
||||
closeMatchPanelBtn.addEventListener('click', function () { matchPanel.classList.add('hidden'); });
|
||||
|
||||
joinMatchQueueBtn.addEventListener('click', function () {
|
||||
if (inMatchQueue) return;
|
||||
socket.emit('match_queue', { economy: selectedMatchEconomy, action: 'join' });
|
||||
});
|
||||
leaveMatchQueueBtn.addEventListener('click', function () {
|
||||
if (!inMatchQueue) return;
|
||||
socket.emit('match_queue', { economy: selectedMatchEconomy, action: 'leave' });
|
||||
});
|
||||
|
||||
// ---- End match UI ----------------------------------------------------
|
||||
|
||||
socket.on('disconnect', function () { setStatus('Disconnected.'); });
|
||||
})();
|
||||
</script>
|
||||
|
||||
@@ -487,3 +487,34 @@ CRYPTO_TYPE=WOW
|
||||
TAVERN_ENABLED=false
|
||||
# Server-tick / snapshot broadcast cadence in ms (default 100 = 10 Hz)
|
||||
# TAVERN_TICK_MS=100
|
||||
|
||||
# =============================================================================
|
||||
# Match mode (multiplayer races)
|
||||
# =============================================================================
|
||||
# Enable real-time multiplayer races. Solo/Tavern are unaffected.
|
||||
MATCH_ENABLED=false
|
||||
|
||||
# Max players per race (2–32). Default 4.
|
||||
# MATCH_MAX_PLAYERS=4
|
||||
|
||||
# Server tick interval in ms (default 250 = 4 Hz).
|
||||
# MATCH_TICK_MS=250
|
||||
|
||||
# Minimum race duration in ms before the next block can end it (default 20s).
|
||||
# MATCH_MIN_DURATION_MS=20000
|
||||
|
||||
# Hard ceiling in ms after which a race is force-ended (default 4m).
|
||||
# MATCH_HARD_CEILING_MS=240000
|
||||
|
||||
# Credits cost for prestige-only races (default 1).
|
||||
# MATCH_CREDITS_COST=1
|
||||
|
||||
# Crypto race house fee percent (default 5).
|
||||
# MATCH_HOUSE_FEE_PERCENT=5
|
||||
|
||||
# Optional override for the crypto-race per-player entry fee in atomic units.
|
||||
# If unset, the existing per-game price (DIRECT_GAME_PRICE / SINGLE_GAME_PRICE) is used.
|
||||
# MATCH_ENTRY_FEE_ATOMIC=5000000000
|
||||
|
||||
# Enable crypto race-entry ticket economy (requires paid instance + ticket products).
|
||||
# MATCH_CRYPTO_RACE_ENABLED=false
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
# Match (multiplayer race) mode configuration
|
||||
# Add these to src/.env and src/.env.example as needed.
|
||||
|
||||
# Enable match mode (free race queues and, if configured, paid race economies)
|
||||
MATCH_ENABLED=false
|
||||
|
||||
# Max players per race (2-32)
|
||||
MATCH_MAX_PLAYERS=4
|
||||
|
||||
# Server tick interval in milliseconds (default 250ms = 4 Hz)
|
||||
MATCH_TICK_MS=250
|
||||
|
||||
# Minimum duration in ms before a race can be ended by the next block (default 20s)
|
||||
MATCH_MIN_DURATION_MS=20000
|
||||
|
||||
# Hard ceiling in ms after which a race is force-ended (default 4 minutes)
|
||||
MATCH_HARD_CEILING_MS=240000
|
||||
|
||||
# Cost in credits to enter a prestige-credit race (default 1)
|
||||
MATCH_CREDITS_COST=1
|
||||
|
||||
# Enable crypto race-entry ticket economy (requires a paid instance)
|
||||
MATCH_CRYPTO_RACE_ENABLED=false
|
||||
@@ -265,6 +265,18 @@ class GameModeManager {
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
_getMatchEconomies() {
|
||||
const out = { free: true };
|
||||
if (this.creditsModeEnabled || this.freePlayEnabled) {
|
||||
out.credits_prestige = true;
|
||||
}
|
||||
if (process.env.MATCH_CRYPTO_RACE_ENABLED === 'true' && (this.directModeEnabled || this.creditsModeEnabled)) {
|
||||
out.crypto_race = true;
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
getCosmeticProducts() {
|
||||
const products = this.configSnapshot?.products?.cosmetic;
|
||||
return Array.isArray(products) ? products : [];
|
||||
@@ -398,7 +410,22 @@ class GameModeManager {
|
||||
`, [userId, creditsToAdd, newBalance]);
|
||||
}
|
||||
|
||||
// Step 4: Grant cosmetic/render packs. Idempotent so retrying a confirmed
|
||||
// Step 4: Grant race entry tickets if the product includes them.
|
||||
const raceEntriesToAdd = productGrants.raceEntries || 0;
|
||||
if (raceEntriesToAdd > 0) {
|
||||
const raceEntryUpdate = await client.query(`
|
||||
UPDATE users
|
||||
SET race_entries = race_entries + $1
|
||||
WHERE id = $2
|
||||
RETURNING race_entries
|
||||
`, [raceEntriesToAdd, userId]);
|
||||
await client.query(`
|
||||
INSERT INTO race_entry_transactions (user_id, delta, balance_after, reason, payment_id, metadata)
|
||||
VALUES ($1, $2, $3, 'purchase', $4, $5::jsonb)
|
||||
`, [userId, raceEntriesToAdd, raceEntryUpdate.rows[0].race_entries, paymentId, JSON.stringify({ productId })]);
|
||||
}
|
||||
|
||||
// Step 5: Grant cosmetic/render packs. Idempotent so retrying a confirmed
|
||||
// product cannot duplicate entitlements.
|
||||
for (const pack of productGrants.packs) {
|
||||
await client.query(`
|
||||
@@ -1337,7 +1364,12 @@ class GameModeManager {
|
||||
modes: {
|
||||
solo: process.env.SOLO_ENABLED !== 'false',
|
||||
tavern: process.env.TAVERN_ENABLED === 'true',
|
||||
multiplayer: process.env.MULTIPLAYER_ENABLED === 'true'
|
||||
multiplayer: process.env.MULTIPLAYER_ENABLED === 'true',
|
||||
match: {
|
||||
enabled: process.env.MATCH_ENABLED === 'true',
|
||||
economies: this._getMatchEconomies(),
|
||||
maxPlayers: parseInt(process.env.MATCH_MAX_PLAYERS, 10) || 4
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@@ -527,12 +527,28 @@ app.get('/api/leaderboard', asyncHandler(async (req, res) => {
|
||||
// Per-game leaderboard split (whitelisted -> safe to interpolate):
|
||||
// champions = games played with credits/entry-fee (Hall of Champions)
|
||||
// pleb = free games (Pleb board)
|
||||
// prestige = credit-prestige match races
|
||||
// all = everyone (default, backward compatible)
|
||||
const board = req.query.board || 'all';
|
||||
let boardFilter = '';
|
||||
if (board === 'champions') boardFilter = "AND g.game_mode IN ('PAID_SINGLE','PAID_CREDITS')";
|
||||
else if (board === 'pleb') boardFilter = "AND g.game_mode = 'FREE'";
|
||||
|
||||
if (board === 'prestige') {
|
||||
const result = await db.query(`
|
||||
SELECT
|
||||
user_id as id,
|
||||
COALESCE(display_name, 'Anon#' || user_id) as name,
|
||||
best_score,
|
||||
wins,
|
||||
races as games_played
|
||||
FROM prestige_leaderboard
|
||||
ORDER BY best_score DESC
|
||||
LIMIT $1
|
||||
`, [limit]);
|
||||
return res.json({ leaderboard: result.rows, period, board });
|
||||
}
|
||||
|
||||
const result = await db.query(`
|
||||
SELECT
|
||||
u.id,
|
||||
|
||||
@@ -0,0 +1,186 @@
|
||||
-- Migration 022: Match (race) mode foundation
|
||||
--
|
||||
-- Adds normalized tables for multiplayer races. Keeps existing games/payments/payouts
|
||||
-- tables untouched except for one nullable foreign-key column on payouts.
|
||||
--
|
||||
-- Design notes:
|
||||
-- - One fact, one table: matches, entrants, events, queue, and ticket ledger are separate.
|
||||
-- - All money movement uses DatabaseManager.withTransaction() at the application layer.
|
||||
-- - Provably fair: seed_hash stored at creation, seed revealed on finish (like solo games).
|
||||
-- - Tickets (race_entries) are non-refundable crypto-race entry tokens; they avoid the
|
||||
-- need for on-chain refunds when a player leaves the queue before a match starts.
|
||||
|
||||
-- -----------------------------------------------------------------------------
|
||||
-- 1. Matches: one row per race
|
||||
-- -----------------------------------------------------------------------------
|
||||
CREATE TABLE IF NOT EXISTS matches (
|
||||
id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
|
||||
status VARCHAR(20) NOT NULL DEFAULT 'pending'
|
||||
CHECK (status IN ('pending', 'starting', 'active', 'finished', 'cancelled')),
|
||||
economy VARCHAR(20) NOT NULL
|
||||
CHECK (economy IN ('free', 'credits_prestige', 'crypto_race')),
|
||||
variant VARCHAR(20) NOT NULL DEFAULT 'race'
|
||||
CHECK (variant IN ('race', 'pvp')),
|
||||
difficulty_preset VARCHAR(20) NOT NULL,
|
||||
max_players INT NOT NULL DEFAULT 4
|
||||
CHECK (max_players >= 2 AND max_players <= 32),
|
||||
seed_hash VARCHAR(64) NOT NULL,
|
||||
seed VARCHAR(255), -- revealed on finish for verification
|
||||
dungeon JSONB NOT NULL, -- deterministic dungeon snapshot
|
||||
start_block_height BIGINT, -- block that triggered the race start
|
||||
end_block_height BIGINT, -- block that ended the race (if applicable)
|
||||
started_at TIMESTAMPTZ,
|
||||
ended_at TIMESTAMPTZ,
|
||||
-- Economy fields (all atomic currency units, BIGINT)
|
||||
entry_fee_atomic BIGINT DEFAULT 0
|
||||
CHECK (entry_fee_atomic >= 0),
|
||||
pot_atomic BIGINT DEFAULT 0
|
||||
CHECK (pot_atomic >= 0),
|
||||
house_fee_atomic BIGINT DEFAULT 0
|
||||
CHECK (house_fee_atomic >= 0),
|
||||
house_fee_percent DECIMAL(5, 2) DEFAULT 0
|
||||
CHECK (house_fee_percent >= 0 AND house_fee_percent <= 100),
|
||||
winner_user_id BIGINT REFERENCES users(id) ON DELETE SET NULL,
|
||||
created_at TIMESTAMPTZ NOT NULL DEFAULT NOW()
|
||||
);
|
||||
|
||||
CREATE INDEX IF NOT EXISTS idx_matches_status ON matches(status);
|
||||
CREATE INDEX IF NOT EXISTS idx_matches_economy_finished ON matches(economy, ended_at)
|
||||
WHERE status = 'finished';
|
||||
CREATE INDEX IF NOT EXISTS idx_matches_start_block ON matches(start_block_height)
|
||||
WHERE start_block_height IS NOT NULL;
|
||||
|
||||
-- -----------------------------------------------------------------------------
|
||||
-- 2. Match entrants: one row per player per match
|
||||
-- -----------------------------------------------------------------------------
|
||||
CREATE TABLE IF NOT EXISTS match_entrants (
|
||||
id BIGSERIAL PRIMARY KEY,
|
||||
match_id UUID NOT NULL REFERENCES matches(id) ON DELETE CASCADE,
|
||||
user_id BIGINT NOT NULL REFERENCES users(id) ON DELETE CASCADE,
|
||||
socket_id VARCHAR(255) NOT NULL,
|
||||
placement INT,
|
||||
escaped BOOLEAN DEFAULT FALSE,
|
||||
has_treasure BOOLEAN DEFAULT FALSE,
|
||||
killed_by VARCHAR(50), -- 'monster', 'player:<id>', 'timeout', 'afk'
|
||||
score INT DEFAULT 0
|
||||
CHECK (score >= 0),
|
||||
payment_id BIGINT REFERENCES payments(id) ON DELETE SET NULL,
|
||||
entry_consumed BOOLEAN DEFAULT FALSE, -- true once match actually starts
|
||||
created_at TIMESTAMPTZ NOT NULL DEFAULT NOW()
|
||||
);
|
||||
|
||||
CREATE UNIQUE INDEX IF NOT EXISTS idx_match_entrants_user_match
|
||||
ON match_entrants(match_id, user_id);
|
||||
CREATE INDEX IF NOT EXISTS idx_match_entrants_match
|
||||
ON match_entrants(match_id);
|
||||
CREATE INDEX IF NOT EXISTS idx_match_entrants_placement
|
||||
ON match_entrants(match_id, placement, score DESC);
|
||||
|
||||
-- -----------------------------------------------------------------------------
|
||||
-- 3. Match events: replay / spectator / audit feed
|
||||
-- -----------------------------------------------------------------------------
|
||||
CREATE TABLE IF NOT EXISTS match_events (
|
||||
id BIGSERIAL PRIMARY KEY,
|
||||
match_id UUID NOT NULL REFERENCES matches(id) ON DELETE CASCADE,
|
||||
tick INT NOT NULL,
|
||||
type VARCHAR(50) NOT NULL,
|
||||
payload JSONB NOT NULL DEFAULT '{}',
|
||||
created_at TIMESTAMPTZ NOT NULL DEFAULT NOW()
|
||||
);
|
||||
|
||||
CREATE INDEX IF NOT EXISTS idx_match_events_match_tick
|
||||
ON match_events(match_id, tick);
|
||||
|
||||
-- -----------------------------------------------------------------------------
|
||||
-- 4. Match queue entries: persisted queue state for restart safety
|
||||
-- -----------------------------------------------------------------------------
|
||||
CREATE TABLE IF NOT EXISTS match_queue_entries (
|
||||
id BIGSERIAL PRIMARY KEY,
|
||||
user_id BIGINT NOT NULL REFERENCES users(id) ON DELETE CASCADE,
|
||||
economy VARCHAR(20) NOT NULL
|
||||
CHECK (economy IN ('free', 'credits_prestige', 'crypto_race')),
|
||||
socket_id VARCHAR(255) NOT NULL,
|
||||
session_token VARCHAR(255) NOT NULL,
|
||||
status VARCHAR(20) NOT NULL DEFAULT 'queued'
|
||||
CHECK (status IN ('queued', 'matched', 'cancelled')),
|
||||
match_id UUID REFERENCES matches(id) ON DELETE SET NULL,
|
||||
created_at TIMESTAMPTZ NOT NULL DEFAULT NOW(),
|
||||
matched_at TIMESTAMPTZ
|
||||
);
|
||||
|
||||
CREATE UNIQUE INDEX IF NOT EXISTS idx_match_queue_user_economy_queued
|
||||
ON match_queue_entries(user_id, economy)
|
||||
WHERE status = 'queued';
|
||||
CREATE INDEX IF NOT EXISTS idx_match_queue_economy_created
|
||||
ON match_queue_entries(economy, created_at)
|
||||
WHERE status = 'queued';
|
||||
|
||||
-- -----------------------------------------------------------------------------
|
||||
-- 5. Race entry ticket balance and ledger
|
||||
-- -----------------------------------------------------------------------------
|
||||
ALTER TABLE users
|
||||
ADD COLUMN IF NOT EXISTS race_entries INT NOT NULL DEFAULT 0
|
||||
CHECK (race_entries >= 0);
|
||||
|
||||
CREATE TABLE IF NOT EXISTS race_entry_transactions (
|
||||
id BIGSERIAL PRIMARY KEY,
|
||||
user_id BIGINT NOT NULL REFERENCES users(id) ON DELETE CASCADE,
|
||||
delta INT NOT NULL,
|
||||
balance_after INT NOT NULL,
|
||||
reason VARCHAR(50) NOT NULL
|
||||
CHECK (reason IN ('purchase', 'refund', 'queue_join', 'queue_leave', 'match_start', 'match_cancel', 'admin_grant')),
|
||||
match_id UUID REFERENCES matches(id) ON DELETE SET NULL,
|
||||
payment_id BIGINT REFERENCES payments(id) ON DELETE SET NULL,
|
||||
metadata JSONB DEFAULT '{}',
|
||||
created_at TIMESTAMPTZ NOT NULL DEFAULT NOW()
|
||||
);
|
||||
|
||||
CREATE INDEX IF NOT EXISTS idx_race_entry_tx_user
|
||||
ON race_entry_transactions(user_id, created_at DESC);
|
||||
CREATE INDEX IF NOT EXISTS idx_race_entry_tx_match
|
||||
ON race_entry_transactions(match_id)
|
||||
WHERE match_id IS NOT NULL;
|
||||
|
||||
-- -----------------------------------------------------------------------------
|
||||
-- 6. Link payouts to matches (nullable, additive only)
|
||||
-- -----------------------------------------------------------------------------
|
||||
ALTER TABLE payouts
|
||||
ADD COLUMN IF NOT EXISTS match_id UUID REFERENCES matches(id) ON DELETE SET NULL;
|
||||
|
||||
CREATE INDEX IF NOT EXISTS idx_payouts_match
|
||||
ON payouts(match_id)
|
||||
WHERE match_id IS NOT NULL;
|
||||
|
||||
-- -----------------------------------------------------------------------------
|
||||
-- 7. Prestige leaderboard view (credit-prestige races)
|
||||
-- -----------------------------------------------------------------------------
|
||||
CREATE OR REPLACE VIEW prestige_leaderboard AS
|
||||
SELECT
|
||||
u.id AS user_id,
|
||||
u.display_name,
|
||||
MAX(me.score) AS best_score,
|
||||
COUNT(*) FILTER (WHERE me.escaped) AS wins,
|
||||
COUNT(*) AS races,
|
||||
MAX(m.ended_at) AS last_race_at
|
||||
FROM match_entrants me
|
||||
JOIN matches m ON me.match_id = m.id
|
||||
JOIN users u ON me.user_id = u.id
|
||||
WHERE m.economy = 'credits_prestige'
|
||||
AND m.status = 'finished'
|
||||
AND me.score > 0
|
||||
GROUP BY u.id, u.display_name;
|
||||
|
||||
-- -----------------------------------------------------------------------------
|
||||
-- 8. Safety constraints
|
||||
-- -----------------------------------------------------------------------------
|
||||
|
||||
-- Only one active (pending/completed) payout per match, preventing double payouts.
|
||||
CREATE UNIQUE INDEX IF NOT EXISTS idx_payouts_one_per_match
|
||||
ON payouts(match_id)
|
||||
WHERE match_id IS NOT NULL AND status IN ('pending', 'completed');
|
||||
|
||||
-- Only one finished winner record per match (business rule, not a constraint, because
|
||||
-- ties are resolved deterministically by the engine; this index supports the lookup).
|
||||
CREATE UNIQUE INDEX IF NOT EXISTS idx_matches_finished_winner
|
||||
ON matches(id, winner_user_id)
|
||||
WHERE status = 'finished' AND winner_user_id IS NOT NULL;
|
||||
@@ -0,0 +1,79 @@
|
||||
/**
|
||||
* MatchEngine — server tick driver for a MatchRoom.
|
||||
*
|
||||
* The engine is intentionally thin: all state/rules live in MatchRoom, and this class owns
|
||||
* the timer that calls `room.resolveTick()` at a fixed interval. It also handles graceful
|
||||
* shutdown and can be used by MatchManager to drive many concurrent matches.
|
||||
*
|
||||
* Transport-agnostic: no Socket.IO here. The manager that owns this engine consumes the
|
||||
* tick result and broadcasts it.
|
||||
*/
|
||||
|
||||
class MatchEngine {
|
||||
/**
|
||||
* @param {object} opts
|
||||
* @param {MatchRoom} opts.room
|
||||
* @param {number} [opts.tickMs] default 250ms
|
||||
* @param {Function} [opts.onTick] callback(tickResult, room)
|
||||
* @param {Function} [opts.onFinish] callback(room)
|
||||
*/
|
||||
constructor({ room, tickMs = 250, onTick = null, onFinish = null } = {}) {
|
||||
if (!room) throw new Error('MatchEngine requires a MatchRoom');
|
||||
this.room = room;
|
||||
this.tickMs = tickMs;
|
||||
this.onTick = onTick;
|
||||
this.onFinish = onFinish;
|
||||
this.timer = null;
|
||||
this.running = false;
|
||||
}
|
||||
|
||||
start() {
|
||||
if (this.running) return false;
|
||||
const started = this.room.start();
|
||||
if (!started) return false;
|
||||
this.running = true;
|
||||
this.timer = setInterval(() => this._tick(), this.tickMs);
|
||||
return true;
|
||||
}
|
||||
|
||||
stop() {
|
||||
if (this.timer) {
|
||||
clearInterval(this.timer);
|
||||
this.timer = null;
|
||||
}
|
||||
this.running = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Run a single tick synchronously. Useful for tests and for manually stepping.
|
||||
* @returns {{tick:number, events:Array, finished:boolean}}
|
||||
*/
|
||||
tick() {
|
||||
return this._tick();
|
||||
}
|
||||
|
||||
_tick() {
|
||||
const result = this.room.resolveTick();
|
||||
if (this.onTick) this.onTick(result, this.room);
|
||||
if (result.finished) {
|
||||
this.stop();
|
||||
this.room.finalize();
|
||||
if (this.onFinish) this.onFinish(this.room);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Force end (e.g. block deadline or hard ceiling). The manager should call this when
|
||||
* it knows the match must end regardless of in-engine state.
|
||||
* @param {string} reason
|
||||
*/
|
||||
expire(reason) {
|
||||
this.room.expire(reason);
|
||||
this.stop();
|
||||
this.room.finalize();
|
||||
if (this.onFinish) this.onFinish(this.room);
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = MatchEngine;
|
||||
@@ -0,0 +1,671 @@
|
||||
/**
|
||||
* MatchRoom — a server-authoritative multiplayer race room.
|
||||
*
|
||||
* Extends Room with a shared dungeon, shared monsters, treasure, and per-player
|
||||
* life/death/finish state. The engine is transport-agnostic; MatchManager owns the
|
||||
* Socket.IO rooms and the server tick timer.
|
||||
*
|
||||
* Invariants:
|
||||
* • One shared deterministic dungeon per match (provably fair from match seed).
|
||||
* • All player moves are queued and resolved together by MatchEngine each tick.
|
||||
* • Player-on-player collision is enabled (solidOccupants = true).
|
||||
* • One shared treasure exists; first player to reach it picks it up.
|
||||
* • If the treasure carrier dies, the treasure drops at their corpse.
|
||||
* • First player to reach the exit wins; timer expiry ranks by proximity.
|
||||
*/
|
||||
|
||||
const { v4: uuidv4 } = require('uuid');
|
||||
const crypto = require('crypto');
|
||||
const Room = require('./Room');
|
||||
const Occupant = require('./Occupant');
|
||||
const DungeonGenerator = require('../game/dungeon');
|
||||
const Monster = require('../game/monster');
|
||||
const { createGameProof, createSeededRNG, seedToInt } = require('../game/provablyFair');
|
||||
const { getDifficultyConfig, getMonsterSpawnRoomIndex, getTreasureRoomIndex } = require('../game/difficultyConfig');
|
||||
|
||||
const CONSOLE_LOGGING = process.env.NODE_ENV === 'debug' || process.env.NODE_ENV === 'development';
|
||||
|
||||
const DEFAULT_MATCH_PRESET = 'race';
|
||||
|
||||
class MatchRoom extends Room {
|
||||
/**
|
||||
* @param {object} opts
|
||||
* @param {string} [opts.id]
|
||||
* @param {string} [opts.economy] 'free' | 'credits_prestige' | 'crypto_race'
|
||||
* @param {string} [opts.variant] 'race' | 'pvp' (default 'race')
|
||||
* @param {string} [opts.difficultyPreset] key passed to getDifficultyConfig
|
||||
* @param {number} [opts.maxPlayers] 2–32
|
||||
* @param {object} [opts.entrants] id -> { userId, name, avatar, appearance }
|
||||
* @param {string} [opts.seed] optional explicit seed (testing)
|
||||
* @param {number} [opts.startBlockHeight] block that triggered this race
|
||||
* @param {object} [opts.cryptoType] 'WOW' | 'XMR'
|
||||
*/
|
||||
constructor(opts = {}) {
|
||||
const id = opts.id || uuidv4();
|
||||
// Room constructor needs a layout or roomData. We'll build our own map afterwards,
|
||||
// so pass a minimal placeholder and then overwrite the map state.
|
||||
super({ id, type: 'match', layout: ['.'], solidOccupants: true, maxOccupants: opts.maxPlayers || 4 });
|
||||
|
||||
this.economy = opts.economy || 'free';
|
||||
this.variant = opts.variant || 'race';
|
||||
this.difficultyPreset = opts.difficultyPreset || DEFAULT_MATCH_PRESET;
|
||||
this.maxPlayers = Math.max(2, Math.min(32, opts.maxPlayers || 4));
|
||||
this.cryptoType = opts.cryptoType || process.env.CRYPTO_TYPE || 'WOW';
|
||||
this.startBlockHeight = opts.startBlockHeight || null;
|
||||
this.createdAt = Date.now();
|
||||
this.tickCount = 0;
|
||||
this.status = 'starting'; // starting -> active -> finished | cancelled
|
||||
|
||||
// Provably fair proof
|
||||
const proof = createGameProof(id);
|
||||
this.seed = opts.seed || proof.seed;
|
||||
this.seedHash = crypto.createHash("sha256").update(this.seed).digest("hex");
|
||||
this.seededRNG = createSeededRNG(this.seed);
|
||||
this.seedInt = seedToInt(this.seed);
|
||||
|
||||
// Difficulty
|
||||
this.difficultyConfig = getDifficultyConfig(this.cryptoType, { preset: this.difficultyPreset });
|
||||
|
||||
// Generate the shared dungeon
|
||||
this._generateDungeon();
|
||||
|
||||
// Spawn players at entrance, monster in configured room
|
||||
this._spawnMonster();
|
||||
this._resetEntrants(opts.entrants || {});
|
||||
|
||||
// Shared treasure state
|
||||
this.treasure = this.dungeon.treasure ? { x: this.dungeon.treasure[0], y: this.dungeon.treasure[1], carrierId: null } : null;
|
||||
|
||||
// Movement queue for current tick: occupantId -> { dx, dy }
|
||||
this.moveQueue = new Map();
|
||||
|
||||
// Timer / deadline bookkeeping
|
||||
this.minDurationMs = 20000; // 20s floor before next-block expiry can fire
|
||||
this.hardCeilingMs = 240000; // 4m absolute max
|
||||
this.startedAt = null;
|
||||
this.endedAt = null;
|
||||
this.endReason = null;
|
||||
|
||||
// Economy bookkeeping (set later by MatchManager).
|
||||
this.entryFeeAtomic = opts.entryFeeAtomic || 0;
|
||||
this.potAtomic = opts.potAtomic || 0;
|
||||
this.houseFeeAtomic = opts.houseFeeAtomic || 0;
|
||||
this.houseFeePercent = opts.houseFeePercent || 0;
|
||||
this.winnerId = null;
|
||||
|
||||
// Event log for this match (also persisted to match_events by manager)
|
||||
this.events = [];
|
||||
}
|
||||
|
||||
_generateDungeon() {
|
||||
const cfg = this.difficultyConfig.dungeon;
|
||||
const gameConfig = {
|
||||
width: cfg.width,
|
||||
height: cfg.height,
|
||||
floorVariation: 0.01,
|
||||
torchEnabled: true,
|
||||
torchDensity: 0.1,
|
||||
primaryFloor: "'1",
|
||||
secondaryFloor: "'2",
|
||||
torchTile: 'torch',
|
||||
rng: this.seededRNG,
|
||||
seedInt: this.seedInt
|
||||
};
|
||||
this.dungeon = DungeonGenerator.generate(cfg.width, cfg.height, gameConfig);
|
||||
|
||||
// Build a walkable grid for Room's movement/collision helpers.
|
||||
this.rows = cfg.height;
|
||||
this.cols = cfg.width;
|
||||
this.walkable = [];
|
||||
for (let y = 0; y < this.rows; y++) {
|
||||
const row = [];
|
||||
for (let x = 0; x < this.cols; x++) {
|
||||
const tile = this.dungeon.map[y] && this.dungeon.map[y][x];
|
||||
row.push(tile === "'1" || tile === "'2" || tile === '>' || tile === '$M');
|
||||
}
|
||||
this.walkable.push(row);
|
||||
}
|
||||
|
||||
// Spawns: entrance first, then nearby walkable tiles if many players.
|
||||
const ex = this.dungeon.entrance[0];
|
||||
const ey = this.dungeon.entrance[1];
|
||||
const spawnCandidates = [{ x: ex, y: ey, d: 0 }];
|
||||
for (let y = 0; y < this.rows; y++) {
|
||||
for (let x = 0; x < this.cols; x++) {
|
||||
if (this.isWalkable(x, y) && (x !== ex || y !== ey)) {
|
||||
const d = Math.abs(x - ex) + Math.abs(y - ey);
|
||||
spawnCandidates.push({ x, y, d });
|
||||
}
|
||||
}
|
||||
}
|
||||
spawnCandidates.sort((a, b) => a.d - b.d);
|
||||
this.spawns = spawnCandidates.slice(0, this.maxPlayers);
|
||||
}
|
||||
|
||||
_spawnMonster() {
|
||||
if (this.dungeon.rooms && this.dungeon.rooms.length > 2) {
|
||||
const idx = getMonsterSpawnRoomIndex(
|
||||
this.dungeon.rooms,
|
||||
this.difficultyConfig.monster.startDistanceFromPlayer
|
||||
);
|
||||
const room = this.dungeon.rooms[idx];
|
||||
const center = room.getCenter();
|
||||
this.monster = new Monster(center[0], center[1], {
|
||||
visionRange: this.difficultyConfig.monster.visionRange || 12
|
||||
});
|
||||
} else {
|
||||
this.monster = new Monster(0, 0, {
|
||||
visionRange: this.difficultyConfig.monster.visionRange || 12
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Replace the inherited tavern occupants with match entrants placed at the entrance.
|
||||
* @param {object} entrants — id -> { userId, name, avatar, appearance }
|
||||
*/
|
||||
_resetEntrants(entrants) {
|
||||
this.occupants.clear();
|
||||
this.playerStates = new Map(); // id -> { alive, finished, escaped, hasTreasure, placement, killedBy }
|
||||
|
||||
const ids = Object.keys(entrants);
|
||||
for (let i = 0; i < ids.length && i < this.maxPlayers; i++) {
|
||||
const id = ids[i];
|
||||
const e = entrants[id] || {};
|
||||
const spawn = this.spawns[i] || this.spawns[0] || { x: 0, y: 0 };
|
||||
const occ = new Occupant(id, {
|
||||
x: spawn.x,
|
||||
y: spawn.y,
|
||||
name: e.name || null,
|
||||
avatar: e.avatar || 'default',
|
||||
appearance: e.appearance || null,
|
||||
facing: 'down'
|
||||
});
|
||||
this.occupants.set(id, occ);
|
||||
this.playerStates.set(id, {
|
||||
userId: e.userId || null,
|
||||
alive: true,
|
||||
finished: false,
|
||||
escaped: false,
|
||||
hasTreasure: false,
|
||||
placement: null,
|
||||
killedBy: null,
|
||||
score: 0,
|
||||
moves: 0
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/** Number of players still alive and not finished. */
|
||||
get activePlayerCount() {
|
||||
let n = 0;
|
||||
for (const s of this.playerStates.values()) {
|
||||
if (s.alive && !s.finished) n++;
|
||||
}
|
||||
return n;
|
||||
}
|
||||
|
||||
/** Number of players who have reached the exit. */
|
||||
get finishCount() {
|
||||
let n = 0;
|
||||
for (const s of this.playerStates.values()) {
|
||||
if (s.finished) n++;
|
||||
}
|
||||
return n;
|
||||
}
|
||||
|
||||
/**
|
||||
* Queue a move for an occupant. Moves are not applied until resolveTick().
|
||||
* @param {string} id
|
||||
* @param {number} dx - -1, 0, or 1
|
||||
* @param {number} dy - -1, 0, or 1
|
||||
*/
|
||||
queueMove(id, dx, dy) {
|
||||
const occ = this.occupants.get(id);
|
||||
const state = this.playerStates.get(id);
|
||||
if (!occ || !state || !state.alive || state.finished) return false;
|
||||
dx = Math.sign(dx || 0);
|
||||
dy = Math.sign(dy || 0);
|
||||
if (Math.abs(dx) + Math.abs(dy) !== 1) return false;
|
||||
this.moveQueue.set(id, { dx, dy });
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Resolve one server tick: apply all queued moves, resolve collisions, move the
|
||||
* monster, check deaths/treasure/exits. Returns a tick result with events.
|
||||
* @returns {{tick:number, events:Array, finished:boolean}}
|
||||
*/
|
||||
resolveTick() {
|
||||
if (this.status !== 'active') {
|
||||
return { tick: this.tickCount, events: [], finished: this.status === 'finished' };
|
||||
}
|
||||
this.tickCount++;
|
||||
const events = [];
|
||||
|
||||
// 1. Resolve player moves simultaneously.
|
||||
const moves = this._resolvePlayerMoves(events);
|
||||
|
||||
// 2. Move the shared monster toward the nearest visible active player.
|
||||
const monsterEvents = this._moveMonster();
|
||||
events.push(...monsterEvents);
|
||||
|
||||
// 3. Check win/death/treasure after all entities have moved.
|
||||
const resolutionEvents = this._checkResolution();
|
||||
events.push(...resolutionEvents);
|
||||
|
||||
this.moveQueue.clear();
|
||||
|
||||
if (this.status === 'finished') {
|
||||
this.endedAt = Date.now();
|
||||
events.push({ type: 'match_end', reason: this.endReason, winnerId: this.winnerId, tick: this.tickCount });
|
||||
}
|
||||
|
||||
return { tick: this.tickCount, events, finished: this.status === 'finished' };
|
||||
}
|
||||
|
||||
_resolvePlayerMoves(events) {
|
||||
// Build a map of intended destinations so we can detect head-on swaps and pile-ups.
|
||||
const plans = [];
|
||||
for (const [id, { dx, dy }] of this.moveQueue.entries()) {
|
||||
const occ = this.occupants.get(id);
|
||||
const state = this.playerStates.get(id);
|
||||
if (!occ || !state || !state.alive || state.finished) continue;
|
||||
const nx = occ.x + dx;
|
||||
const ny = occ.y + dy;
|
||||
const facing = Room.facingFor(dx, dy);
|
||||
plans.push({ id, from: { x: occ.x, y: occ.y }, to: { x: nx, y: ny }, facing });
|
||||
}
|
||||
|
||||
// If A moves to B's tile and B moves to A's tile, both bounce.
|
||||
const swapPairs = new Set();
|
||||
for (let i = 0; i < plans.length; i++) {
|
||||
for (let j = i + 1; j < plans.length; j++) {
|
||||
const a = plans[i];
|
||||
const b = plans[j];
|
||||
if (a.to.x === b.from.x && a.to.y === b.from.y &&
|
||||
b.to.x === a.from.x && b.to.y === a.from.y) {
|
||||
swapPairs.add(a.id);
|
||||
swapPairs.add(b.id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Destination counts for pile-up detection.
|
||||
const destCount = new Map();
|
||||
for (const p of plans) {
|
||||
if (swapPairs.has(p.id)) continue;
|
||||
const key = `${p.to.x},${p.to.y}`;
|
||||
destCount.set(key, (destCount.get(key) || 0) + 1);
|
||||
}
|
||||
|
||||
// Apply each valid move.
|
||||
for (const p of plans) {
|
||||
const occ = this.occupants.get(p.id);
|
||||
let reason = null;
|
||||
|
||||
if (swapPairs.has(p.id)) {
|
||||
reason = 'collision_swap';
|
||||
} else if (!this.isWalkable(p.to.x, p.to.y)) {
|
||||
reason = 'blocked';
|
||||
} else if (this.solidOccupants && this.isOccupied(p.to.x, p.to.y, p.id)) {
|
||||
reason = 'occupied';
|
||||
} else if (destCount.get(`${p.to.x},${p.to.y}`) > 1) {
|
||||
reason = 'collision_pileup';
|
||||
}
|
||||
|
||||
if (reason) {
|
||||
if (p.facing) occ.facing = p.facing;
|
||||
events.push({ type: 'move_failed', id: p.id, reason, from: p.from, to: p.to, tick: this.tickCount });
|
||||
continue;
|
||||
}
|
||||
|
||||
occ.moveTo(p.to.x, p.to.y, p.facing);
|
||||
const state = this.playerStates.get(p.id);
|
||||
state.moves++;
|
||||
events.push({ type: 'move', id: p.id, from: p.from, to: p.to, facing: p.facing, tick: this.tickCount });
|
||||
// If the player stepped onto the monster, they die immediately.
|
||||
if (this.monster && p.to.x === this.monster.x && p.to.y === this.monster.y) {
|
||||
this._killPlayer(p.id, 'monster');
|
||||
events.push({ type: 'player_death', id: p.id, killedBy: 'monster', tick: this.tickCount });
|
||||
}
|
||||
}
|
||||
|
||||
return events;
|
||||
}
|
||||
|
||||
_moveMonster() {
|
||||
if (!this.monster || this.activePlayerCount === 0) return [];
|
||||
|
||||
const events = [];
|
||||
const occs = Array.from(this.occupants.values()).filter(o => {
|
||||
const s = this.playerStates.get(o.id);
|
||||
return s && s.alive && !s.finished;
|
||||
});
|
||||
if (occs.length === 0) return events;
|
||||
|
||||
// If the monster is already standing on a player, kill them immediately.
|
||||
for (const occ of occs) {
|
||||
if (occ.x === this.monster.x && occ.y === this.monster.y) {
|
||||
this._killPlayer(occ.id, 'monster');
|
||||
events.push({ type: 'player_death', id: occ.id, killedBy: 'monster', tick: this.tickCount });
|
||||
}
|
||||
}
|
||||
// Remove dead players from the active set before choosing a target.
|
||||
const activeOccs = occs.filter(o => {
|
||||
const s = this.playerStates.get(o.id);
|
||||
return s && s.alive && !s.finished;
|
||||
});
|
||||
if (activeOccs.length === 0) return events;
|
||||
|
||||
// Target nearest visible player.
|
||||
let target = null;
|
||||
let bestDist = Infinity;
|
||||
for (const occ of activeOccs) {
|
||||
const dist = this.monster.distanceTo(occ.x, occ.y);
|
||||
if (dist < bestDist && this.monster.hasLineOfSight(occ.x, occ.y, this.dungeon, this._monsterPassable.bind(this))) {
|
||||
bestDist = dist;
|
||||
target = occ;
|
||||
}
|
||||
}
|
||||
|
||||
const movesPerTick = this.difficultyConfig.monster.movesPerPlayerMove || 1.0;
|
||||
let movesRemaining = movesPerTick;
|
||||
|
||||
while (movesRemaining >= 1) {
|
||||
movesRemaining--;
|
||||
const moved = this.monster.moveTowardPlayer(
|
||||
target,
|
||||
this.dungeon,
|
||||
this.seededRNG
|
||||
);
|
||||
if (moved) {
|
||||
events.push({ type: 'monster_move', x: this.monster.x, y: this.monster.y, tick: this.tickCount });
|
||||
|
||||
// Check collisions with any player on this monster tile.
|
||||
for (const occ of activeOccs) {
|
||||
if (occ.x === this.monster.x && occ.y === this.monster.y) {
|
||||
this._killPlayer(occ.id, 'monster');
|
||||
events.push({ type: 'player_death', id: occ.id, killedBy: 'monster', tick: this.tickCount });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return events;
|
||||
}
|
||||
|
||||
_monsterPassable(tile) {
|
||||
return tile === "'1" || tile === "'2" || tile === 0 || tile === '>' || tile === '$M';
|
||||
}
|
||||
|
||||
_checkResolution() {
|
||||
const events = [];
|
||||
const exit = this.dungeon.exit;
|
||||
|
||||
for (const occ of this.occupants.values()) {
|
||||
const state = this.playerStates.get(occ.id);
|
||||
if (!state || !state.alive || state.finished) continue;
|
||||
|
||||
// Monster collision (player moved onto monster tile).
|
||||
if (this.monster && occ.x === this.monster.x && occ.y === this.monster.y) {
|
||||
this._killPlayer(occ.id, 'monster');
|
||||
events.push({ type: 'player_death', id: occ.id, killedBy: 'monster', tick: this.tickCount });
|
||||
continue;
|
||||
}
|
||||
|
||||
// Treasure pickup.
|
||||
if (this.treasure && this.treasure.carrierId === null &&
|
||||
occ.x === this.treasure.x && occ.y === this.treasure.y) {
|
||||
this.treasure.carrierId = occ.id;
|
||||
state.hasTreasure = true;
|
||||
events.push({ type: 'treasure_pickup', id: occ.id, x: occ.x, y: occ.y, tick: this.tickCount });
|
||||
}
|
||||
|
||||
// Exit reached.
|
||||
if (exit && occ.x === exit[0] && occ.y === exit[1]) {
|
||||
this._finishPlayer(occ.id, true);
|
||||
events.push({ type: 'player_exit', id: occ.id, hasTreasure: state.hasTreasure, tick: this.tickCount });
|
||||
if (!this.winnerId) {
|
||||
this.winnerId = occ.id;
|
||||
this.endReason = 'escaped';
|
||||
this.status = 'finished';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return events;
|
||||
}
|
||||
|
||||
_killPlayer(id, killedBy) {
|
||||
const state = this.playerStates.get(id);
|
||||
const occ = this.occupants.get(id);
|
||||
if (!state || !state.alive) return;
|
||||
state.alive = false;
|
||||
state.killedBy = killedBy;
|
||||
|
||||
// Drop treasure at corpse if carrying.
|
||||
if (state.hasTreasure && this.treasure) {
|
||||
this.treasure.carrierId = null;
|
||||
this.treasure.x = occ.x;
|
||||
this.treasure.y = occ.y;
|
||||
state.hasTreasure = false;
|
||||
}
|
||||
|
||||
if (this.activePlayerCount === 0 && this.finishCount === 0 && this.status === 'active') {
|
||||
// Everyone died without anyone escaping.
|
||||
this.endReason = 'all_dead';
|
||||
this.status = 'finished';
|
||||
}
|
||||
}
|
||||
|
||||
_finishPlayer(id, escaped) {
|
||||
const state = this.playerStates.get(id);
|
||||
if (!state || !state.alive || state.finished) return;
|
||||
state.finished = true;
|
||||
state.escaped = escaped;
|
||||
if (this.treasure && this.treasure.carrierId === id) {
|
||||
// Treasure carried out stays with the winner's record but is removed from the map.
|
||||
this.treasure = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Transition from 'starting' to 'active', recording the start time.
|
||||
*/
|
||||
start() {
|
||||
if (this.status !== 'starting') return false;
|
||||
this.status = 'active';
|
||||
this.startedAt = Date.now();
|
||||
this.events.push({ type: 'match_start', tick: this.tickCount, seedHash: this.seedHash });
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Force end because of a block deadline or hard ceiling. Determines winner by proximity
|
||||
* to exit among living players, or by progress if no one is alive.
|
||||
* @param {string} reason - 'block_deadline' | 'hard_ceiling' | 'abandoned'
|
||||
*/
|
||||
expire(reason) {
|
||||
if (this.status === 'finished' || this.status === 'cancelled') return;
|
||||
this.status = 'finished';
|
||||
this.endReason = reason;
|
||||
this.endedAt = Date.now();
|
||||
|
||||
const exit = this.dungeon.exit;
|
||||
const ranked = Array.from(this.playerStates.entries()).map(([id, state]) => {
|
||||
const occ = this.occupants.get(id);
|
||||
const dist = exit && occ ? Math.abs(occ.x - exit[0]) + Math.abs(occ.y - exit[1]) : Infinity;
|
||||
return { id, state, occ, dist };
|
||||
});
|
||||
|
||||
// Living closer to exit beats dead; then treasure; then fewer moves; then deterministic.
|
||||
ranked.sort((a, b) => {
|
||||
const aliveA = a.state.alive && !a.state.finished ? 1 : 0;
|
||||
const aliveB = b.state.alive && !b.state.finished ? 1 : 0;
|
||||
if (aliveA !== aliveB) return aliveB - aliveA;
|
||||
if (a.dist !== b.dist) return a.dist - b.dist;
|
||||
const tA = a.state.hasTreasure ? 1 : 0;
|
||||
const tB = b.state.hasTreasure ? 1 : 0;
|
||||
if (tA !== tB) return tB - tA;
|
||||
if (a.state.moves !== b.state.moves) return a.state.moves - b.state.moves;
|
||||
return a.id.localeCompare(b.id);
|
||||
});
|
||||
|
||||
if (ranked.length > 0 && (ranked[0].state.alive || ranked[0].state.finished)) {
|
||||
this.winnerId = ranked[0].id;
|
||||
}
|
||||
|
||||
// Assign placements deterministically.
|
||||
for (let i = 0; i < ranked.length; i++) {
|
||||
ranked[i].state.placement = i + 1;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate final scores and placements. Called once when the match is finished.
|
||||
* @returns {Map} playerStates with score and placement populated
|
||||
*/
|
||||
finalize() {
|
||||
if (this.status !== 'finished') return this.playerStates;
|
||||
|
||||
const exit = this.dungeon.exit;
|
||||
const ranked = Array.from(this.playerStates.entries()).map(([id, state]) => {
|
||||
const occ = this.occupants.get(id);
|
||||
const dist = exit && occ && state.alive ? Math.abs(occ.x - exit[0]) + Math.abs(occ.y - exit[1]) : Infinity;
|
||||
return { id, state, occ, dist };
|
||||
});
|
||||
|
||||
ranked.sort((a, b) => {
|
||||
const finishedA = a.state.finished ? 1 : 0;
|
||||
const finishedB = b.state.finished ? 1 : 0;
|
||||
if (finishedA !== finishedB) return finishedB - finishedA;
|
||||
const aliveA = a.state.alive ? 1 : 0;
|
||||
const aliveB = b.state.alive ? 1 : 0;
|
||||
if (aliveA !== aliveB) return aliveB - aliveA;
|
||||
if (a.dist !== b.dist) return a.dist - b.dist;
|
||||
const tA = a.state.hasTreasure ? 1 : 0;
|
||||
const tB = b.state.hasTreasure ? 1 : 0;
|
||||
if (tA !== tB) return tB - tA;
|
||||
if (a.state.moves !== b.state.moves) return a.state.moves - b.state.moves;
|
||||
return a.id.localeCompare(b.id);
|
||||
});
|
||||
|
||||
for (let i = 0; i < ranked.length; i++) {
|
||||
const r = ranked[i];
|
||||
r.state.placement = i + 1;
|
||||
r.state.score = this._calculateScore(r.state, i + 1, r.dist);
|
||||
}
|
||||
|
||||
return this.playerStates;
|
||||
}
|
||||
|
||||
_calculateScore(state, placement, distToExit) {
|
||||
// Base solo-style score, then MP placement bonus.
|
||||
let score = 100;
|
||||
if (state.escaped) score += 200;
|
||||
if (state.hasTreasure) score += 200;
|
||||
|
||||
// Speed bonus: fewer moves is better (cap at 300).
|
||||
score += Math.max(0, 300 - Math.max(state.moves - 30, 0) * 3);
|
||||
|
||||
// Proximity bonus for non-escapers (closer to exit is better).
|
||||
if (!state.escaped && Number.isFinite(distToExit)) {
|
||||
score += Math.max(0, 100 - distToExit * 2);
|
||||
}
|
||||
|
||||
// Placement bonus: winner gets 300, 2nd 200, 3rd 100, others 0.
|
||||
const placementBonus = [300, 200, 100][placement - 1] || 0;
|
||||
score += placementBonus;
|
||||
|
||||
return Math.max(0, Math.round(score));
|
||||
}
|
||||
|
||||
/**
|
||||
* Produce a renderer-agnostic game state object that the existing render-kit adapter
|
||||
* `RK.sceneFromGameState()` can consume. This lets ASCII/Tiled/Fancy/Iso/3D modes all
|
||||
* draw the same match with no extra renderer work.
|
||||
*/
|
||||
toGameState(viewerId = null) {
|
||||
const visible = [];
|
||||
const explored = [];
|
||||
const lighting = {};
|
||||
|
||||
// For simplicity, the match spectator/client receives the full dungeon (no per-player
|
||||
// FOV in the MVP). Later we can add per-viewer FOV by running LightingAndFov here.
|
||||
for (let y = 0; y < this.rows; y++) {
|
||||
const row = [];
|
||||
for (let x = 0; x < this.cols; x++) {
|
||||
row.push(this.dungeon.map[y][x]);
|
||||
}
|
||||
visible.push(row);
|
||||
explored.push(row);
|
||||
}
|
||||
|
||||
return {
|
||||
matchId: this.id,
|
||||
economy: this.economy,
|
||||
tick: this.tickCount,
|
||||
status: this.status,
|
||||
visibleTiles: visible,
|
||||
exploredTiles: explored,
|
||||
lighting,
|
||||
dungeonRows: this.rows,
|
||||
dungeonCols: this.cols,
|
||||
players: Array.from(this.occupants.values()).map(o => {
|
||||
const s = this.playerStates.get(o.id);
|
||||
return {
|
||||
id: o.id,
|
||||
x: o.x,
|
||||
y: o.y,
|
||||
name: o.name,
|
||||
avatar: o.avatar,
|
||||
appearance: o.appearance,
|
||||
facing: o.facing,
|
||||
alive: s ? s.alive : true,
|
||||
finished: s ? s.finished : false,
|
||||
escaped: s ? s.escaped : false,
|
||||
hasTreasure: s ? s.hasTreasure : false,
|
||||
placement: s ? s.placement : null,
|
||||
you: o.id === viewerId
|
||||
};
|
||||
}),
|
||||
monster: this.monster ? { x: this.monster.x, y: this.monster.y } : null,
|
||||
treasure: this.treasure ? { x: this.treasure.x, y: this.treasure.y, carrierId: this.treasure.carrierId } : null,
|
||||
exit: this.dungeon.exit,
|
||||
entrance: this.dungeon.entrance,
|
||||
winnerId: this.winnerId,
|
||||
endReason: this.endReason
|
||||
};
|
||||
}
|
||||
|
||||
/** Snapshot for the shared-world layer (includes occupants only). */
|
||||
snapshot() {
|
||||
return {
|
||||
...super.snapshot(),
|
||||
economy: this.economy,
|
||||
variant: this.variant,
|
||||
tick: this.tickCount,
|
||||
status: this.status,
|
||||
treasure: this.treasure,
|
||||
monster: this.monster ? { x: this.monster.x, y: this.monster.y } : null,
|
||||
winnerId: this.winnerId,
|
||||
endReason: this.endReason
|
||||
};
|
||||
}
|
||||
|
||||
/** Full state for a joining/reconnecting player. */
|
||||
fullState(viewerId = null) {
|
||||
return {
|
||||
...this.snapshot(),
|
||||
cols: this.cols,
|
||||
rows: this.rows,
|
||||
walkable: this.walkable,
|
||||
dungeon: this.dungeon,
|
||||
seedHash: this.seedHash,
|
||||
gameState: this.toGameState(viewerId)
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = MatchRoom;
|
||||
@@ -0,0 +1,108 @@
|
||||
/**
|
||||
* MatchState — serialization helpers for MatchRoom.
|
||||
*
|
||||
* Produces renderer-agnostic and broadcast-safe state objects. The render kit already
|
||||
* understands the `gameState` shape from `sceneModel.js`, so the primary job here is to
|
||||
* wrap a MatchRoom into that shape and add match-specific metadata.
|
||||
*/
|
||||
|
||||
class MatchState {
|
||||
/**
|
||||
* Build a spectator/client-friendly game-state object from a MatchRoom.
|
||||
* Compatible with `RK.sceneFromGameState()` in `html/js/render/sceneModel.js`.
|
||||
* @param {MatchRoom} room
|
||||
* @param {string} [viewerId] — if provided, that player is marked `you`
|
||||
* @returns {object}
|
||||
*/
|
||||
static toGameState(room, viewerId = null) {
|
||||
if (!room) return null;
|
||||
return room.toGameState(viewerId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Build the shared-world snapshot used by Socket.IO broadcasts.
|
||||
* @param {MatchRoom} room
|
||||
* @returns {object}
|
||||
*/
|
||||
static snapshot(room) {
|
||||
if (!room) return null;
|
||||
return room.snapshot();
|
||||
}
|
||||
|
||||
/**
|
||||
* Full state for a joining or reconnecting player.
|
||||
* @param {MatchRoom} room
|
||||
* @param {string} [viewerId]
|
||||
* @returns {object}
|
||||
*/
|
||||
static fullState(room, viewerId = null) {
|
||||
if (!room) return null;
|
||||
return room.fullState(viewerId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Flatten a MatchRoom into the persistence shape for `match_events`.
|
||||
* @param {MatchRoom} room
|
||||
* @param {Array} events — events from the last tick (or full match)
|
||||
* @returns {Array}
|
||||
*/
|
||||
static toEventRows(room, events = []) {
|
||||
return events.map(ev => ({
|
||||
match_id: room.id,
|
||||
tick: ev.tick ?? room.tickCount,
|
||||
type: ev.type,
|
||||
payload: ev
|
||||
}));
|
||||
}
|
||||
|
||||
/**
|
||||
* Flatten a MatchRoom into the persistence shape for `match_entrants` after finalize().
|
||||
* @param {MatchRoom} room
|
||||
* @returns {Array}
|
||||
*/
|
||||
static toEntrantRows(room) {
|
||||
const rows = [];
|
||||
for (const [id, state] of room.playerStates.entries()) {
|
||||
rows.push({
|
||||
match_id: room.id,
|
||||
user_id: state.userId,
|
||||
socket_id: id,
|
||||
placement: state.placement,
|
||||
escaped: state.escaped,
|
||||
has_treasure: state.hasTreasure,
|
||||
killed_by: state.killedBy,
|
||||
score: state.score
|
||||
});
|
||||
}
|
||||
return rows;
|
||||
}
|
||||
|
||||
/**
|
||||
* Build the persistence row for `matches` after the race ends.
|
||||
* @param {MatchRoom} room
|
||||
* @returns {object}
|
||||
*/
|
||||
static toMatchRow(room) {
|
||||
return {
|
||||
id: room.id,
|
||||
status: room.status,
|
||||
economy: room.economy,
|
||||
variant: room.variant,
|
||||
difficulty_preset: room.difficultyPreset,
|
||||
max_players: room.maxPlayers,
|
||||
seed_hash: room.seedHash,
|
||||
seed: room.status === 'finished' ? room.seed : null,
|
||||
dungeon: room.dungeon,
|
||||
start_block_height: room.startBlockHeight,
|
||||
started_at: room.startedAt ? new Date(room.startedAt) : null,
|
||||
ended_at: room.endedAt ? new Date(room.endedAt) : null,
|
||||
entry_fee_atomic: room.economy === 'crypto_race' ? room.entryFeeAtomic || 0 : 0,
|
||||
pot_atomic: room.economy === 'crypto_race' ? room.potAtomic || 0 : 0,
|
||||
house_fee_atomic: room.economy === 'crypto_race' ? room.houseFeeAtomic || 0 : 0,
|
||||
house_fee_percent: room.houseFeePercent || 0,
|
||||
winner_user_id: room.winnerId ? room.playerStates.get(room.winnerId)?.userId : null
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = MatchState;
|
||||
@@ -107,6 +107,25 @@ class IdentityService {
|
||||
this.sessionManager.sessions.set(socketId, user);
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Helpers for match mode (user lookup by stable id, not socket)
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
async userForId(userId) {
|
||||
if (!this.db || userId == null) return null;
|
||||
try {
|
||||
const result = await this.db.query(`
|
||||
SELECT * FROM users WHERE id = $1 LIMIT 1
|
||||
`, [userId]);
|
||||
return result.rows && result.rows[0] ? result.rows[0] : null;
|
||||
} catch (err) {
|
||||
if (this.debugManager?.CONSOLE_LOGGING) {
|
||||
console.warn('[IdentityService] userForId failed:', err.message);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = IdentityService;
|
||||
|
||||
@@ -0,0 +1,116 @@
|
||||
/**
|
||||
* MatchLeaderboard — post-race leaderboard integration.
|
||||
*
|
||||
* At the end of every match, this module decides which leaderboard each entrant's score
|
||||
* belongs to:
|
||||
* • free races → Pleb board (game_mode = 'FREE')
|
||||
* • credits_prestige races → Prestige board (prestige_leaderboard view)
|
||||
* • crypto_race races → Hall of Champions (games-like paid board)
|
||||
*
|
||||
* For free and crypto_race we insert a synthetic `games` row if the instance wants those
|
||||
* scores surfaced on the existing boards. For prestige we rely on the `prestige_leaderboard`
|
||||
* view driven directly from `match_entrants`.
|
||||
*/
|
||||
|
||||
class MatchLeaderboard {
|
||||
constructor({ db, io = null, debugManager = null } = {}) {
|
||||
this.db = db;
|
||||
this.io = io;
|
||||
this.debugManager = debugManager;
|
||||
}
|
||||
|
||||
_log(...args) {
|
||||
if (this.debugManager?.CONSOLE_LOGGING) console.log(...args);
|
||||
}
|
||||
|
||||
/**
|
||||
* Persist scores and emit leaderboard_update where appropriate.
|
||||
* @param {MatchRoom} room
|
||||
*/
|
||||
async postMatch(room) {
|
||||
if (!this.db || room.status !== 'finished') return;
|
||||
|
||||
const economy = room.economy;
|
||||
|
||||
if (economy === 'free') {
|
||||
await this._postFreeToPleb(room);
|
||||
} else if (economy === 'credits_prestige') {
|
||||
await this._postPrestige(room);
|
||||
} else if (economy === 'crypto_race') {
|
||||
await this._postCryptoRace(room);
|
||||
}
|
||||
}
|
||||
|
||||
async _postFreeToPleb(room) {
|
||||
// Insert synthetic solo-style records so free races show up on the Pleb board.
|
||||
await this.db.withTransaction(async (client) => {
|
||||
for (const [socketId, state] of room.playerStates.entries()) {
|
||||
if (!state.userId || state.score <= 0) continue;
|
||||
await client.query(`
|
||||
INSERT INTO games (user_id, socket_id, game_mode, status, outcome, has_treasure, moves, duration_seconds, score, dungeon_seed, created_at, completed_at)
|
||||
VALUES ($1, $2, $3, $4, $5, $6, $7, $8, $9, $10, NOW(), NOW())
|
||||
`, [
|
||||
state.userId,
|
||||
socketId,
|
||||
'FREE',
|
||||
state.escaped ? 'won' : 'lost',
|
||||
state.escaped ? 'escaped' : (state.killedBy || 'timeout'),
|
||||
state.hasTreasure,
|
||||
state.moves,
|
||||
Math.max(1, Math.round(((room.endedAt || Date.now()) - (room.startedAt || room.createdAt)) / 1000)),
|
||||
state.score,
|
||||
room.seedHash
|
||||
]);
|
||||
|
||||
await client.query(`
|
||||
UPDATE users SET high_score = GREATEST(COALESCE(high_score, 0), $1) WHERE id = $2
|
||||
`, [state.score, state.userId]);
|
||||
}
|
||||
});
|
||||
|
||||
this._broadcastUpdate('pleb');
|
||||
}
|
||||
|
||||
async _postPrestige(room) {
|
||||
// Scores are already persisted to match_entrants. The prestige_leaderboard view reads
|
||||
// them directly, so we just broadcast an update so open leaderboards refresh.
|
||||
this._broadcastUpdate('prestige');
|
||||
}
|
||||
|
||||
async _postCryptoRace(room) {
|
||||
// Insert synthetic paid records for the Hall of Champions board.
|
||||
await this.db.withTransaction(async (client) => {
|
||||
for (const [socketId, state] of room.playerStates.entries()) {
|
||||
if (!state.userId || state.score <= 0) continue;
|
||||
await client.query(`
|
||||
INSERT INTO games (user_id, socket_id, game_mode, status, outcome, has_treasure, moves, duration_seconds, score, dungeon_seed, created_at, completed_at)
|
||||
VALUES ($1, $2, $3, $4, $5, $6, $7, $8, $9, $10, NOW(), NOW())
|
||||
`, [
|
||||
state.userId,
|
||||
socketId,
|
||||
'PAID_CREDITS',
|
||||
state.escaped ? 'won' : 'lost',
|
||||
state.escaped ? 'escaped' : (state.killedBy || 'timeout'),
|
||||
state.hasTreasure,
|
||||
state.moves,
|
||||
Math.max(1, Math.round(((room.endedAt || Date.now()) - (room.startedAt || room.createdAt)) / 1000)),
|
||||
state.score,
|
||||
room.seedHash
|
||||
]);
|
||||
|
||||
await client.query(`
|
||||
UPDATE users SET high_score = GREATEST(COALESCE(high_score, 0), $1) WHERE id = $2
|
||||
`, [state.score, state.userId]);
|
||||
}
|
||||
});
|
||||
|
||||
this._broadcastUpdate('champions');
|
||||
}
|
||||
|
||||
_broadcastUpdate(board) {
|
||||
if (!this.io) return;
|
||||
this.io.emit('leaderboard_update', { board, at: Date.now() });
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = MatchLeaderboard;
|
||||
@@ -0,0 +1,438 @@
|
||||
/**
|
||||
* MatchManager — Socket.IO transport and lifecycle for match mode.
|
||||
*
|
||||
* Owns active MatchRooms, their MatchEngines, socket-to-match mapping, and broadcasts.
|
||||
* Also handles reconnect grace (a disconnected player can rejoin the same match within a
|
||||
* short window).
|
||||
*/
|
||||
|
||||
const { v4: uuidv4 } = require('uuid');
|
||||
const MatchRoom = require('../multiplayer/MatchRoom');
|
||||
const MatchEngine = require('../multiplayer/MatchEngine');
|
||||
const MatchState = require('../multiplayer/MatchState');
|
||||
const MatchPayoutService = require('./matchPayoutService');
|
||||
const MatchLeaderboard = require('./matchLeaderboard');
|
||||
|
||||
const CONSOLE_LOGGING = process.env.NODE_ENV === 'debug' || process.env.NODE_ENV === 'development';
|
||||
|
||||
const RECONNECT_GRACE_MS = 30000; // 30s to reconnect during an active match
|
||||
|
||||
class MatchManager {
|
||||
constructor({ io, db, debugManager, identityService = null, chatProvider = null } = {}) {
|
||||
this.io = io;
|
||||
this.db = db;
|
||||
this.debugManager = debugManager;
|
||||
this.identityService = identityService;
|
||||
this.chatProvider = chatProvider;
|
||||
this.enabled = process.env.MATCH_ENABLED === 'true';
|
||||
|
||||
this.rooms = new Map(); // matchId -> MatchRoom
|
||||
this.engines = new Map(); // matchId -> MatchEngine
|
||||
this.socketToMatch = new Map(); // socketId -> matchId
|
||||
this.userToMatch = new Map(); // userId -> matchId
|
||||
this.disconnectTimeouts = new Map(); // matchId:socketId -> timeout id
|
||||
this.matchLeaderboard = new MatchLeaderboard({ db: this.db, io: this.io, debugManager: this.debugManager });
|
||||
this.matchPayoutService = new MatchPayoutService({
|
||||
db: this.db,
|
||||
walletService: null,
|
||||
gameModeManager: null,
|
||||
debugManager: this.debugManager
|
||||
});
|
||||
this.gameModeManager = null; // set via attach options
|
||||
|
||||
// Last-known movement per socket for flood control.
|
||||
this._lastMoveAt = new Map();
|
||||
this.moveCooldownMs = 60;
|
||||
}
|
||||
|
||||
_log(...args) {
|
||||
if (this.debugManager?.CONSOLE_LOGGING || CONSOLE_LOGGING) console.log(...args);
|
||||
}
|
||||
|
||||
/**
|
||||
* Attach a MatchRoom that was just created by MatchScheduler. The entrants array
|
||||
* contains { userId, socketId, sessionToken } objects from the queue.
|
||||
*/
|
||||
attach(room, entrants, { tickMs = 250, minDurationMs = 20000, hardCeilingMs = 240000, db = null, gameModeManager = null } = {}) {
|
||||
if (!this.enabled) return;
|
||||
if (db) this.db = db;
|
||||
this.gameModeManager = gameModeManager;
|
||||
if (gameModeManager && this.matchPayoutService) this.matchPayoutService.gameModeManager = gameModeManager;
|
||||
this.rooms.set(room.id, room);
|
||||
for (const e of entrants) {
|
||||
this.socketToMatch.set(e.socketId, room.id);
|
||||
this.userToMatch.set(e.userId, room.id);
|
||||
}
|
||||
|
||||
// Resolve display names and appearances from identity service (best-effort).
|
||||
this._hydrateEntrants(room, entrants).catch(err => this._log('[MatchManager] hydrate error', err.message));
|
||||
|
||||
this._log(`[MatchManager] attached match ${room.id} with ${entrants.length} entrants`);
|
||||
|
||||
// Notify players.
|
||||
for (const e of entrants) {
|
||||
const socket = this.io.sockets.sockets.get(e.socketId);
|
||||
if (socket) {
|
||||
socket.join(this._channel(room.id));
|
||||
socket.emit('match_joined', {
|
||||
matchId: room.id,
|
||||
economy: room.economy,
|
||||
seedHash: room.seedHash,
|
||||
players: Array.from(room.occupants.values()).map(o => o.getState()),
|
||||
countdownMs: 3000
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Start countdown before first tick.
|
||||
setTimeout(() => {
|
||||
room.start();
|
||||
this._broadcast(room.id, 'match_start', { matchId: room.id, tickMs, seedHash: room.seedHash });
|
||||
}, 3000);
|
||||
|
||||
// Minimum-duration watchdog: prevent next-block expiry before floor.
|
||||
const floorTimeout = setTimeout(() => {
|
||||
room._minDurationMet = true;
|
||||
}, minDurationMs);
|
||||
|
||||
// Hard ceiling watchdog.
|
||||
const ceilingTimeout = setTimeout(() => this.expire(room.id, 'hard_ceiling'), hardCeilingMs);
|
||||
|
||||
room._watchdogs = [floorTimeout, ceilingTimeout];
|
||||
}
|
||||
|
||||
async _hydrateEntrants(room, entrants) {
|
||||
if (!this.identityService) return;
|
||||
for (const e of entrants) {
|
||||
try {
|
||||
const user = await this.identityService.userForId(e.userId);
|
||||
if (user) {
|
||||
const entitlements = await this.identityService.entitlementsForUser(user);
|
||||
const appearance = require('../multiplayer/entitlements').normalizeAppearance(
|
||||
require('../multiplayer/appearance').parseAppearance(user.appearance),
|
||||
entitlements
|
||||
);
|
||||
const occ = room.occupants.get(e.socketId);
|
||||
if (occ) {
|
||||
occ.name = user.display_name || user.username || null;
|
||||
occ.avatar = appearance.avatar;
|
||||
occ.appearance = appearance;
|
||||
}
|
||||
}
|
||||
} catch (err) {
|
||||
this._log('[MatchManager] hydrate entrant error', err.message);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
setEngine(matchId, engine) {
|
||||
this.engines.set(matchId, engine);
|
||||
}
|
||||
|
||||
_channel(matchId) {
|
||||
return `match:${matchId}`;
|
||||
}
|
||||
|
||||
_broadcast(matchId, event, payload) {
|
||||
if (!this.io) return;
|
||||
this.io.to(this._channel(matchId)).emit(event, payload);
|
||||
}
|
||||
|
||||
/**
|
||||
* Called by MatchEngine every tick.
|
||||
*/
|
||||
onTick(matchId, result) {
|
||||
const room = this.rooms.get(matchId);
|
||||
if (!room) return;
|
||||
this._broadcast(matchId, 'match_tick', {
|
||||
matchId,
|
||||
tick: result.tick,
|
||||
events: result.events,
|
||||
state: room.toGameState()
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when a match ends naturally.
|
||||
*/
|
||||
async onFinish(room) {
|
||||
await this._finalize(room);
|
||||
}
|
||||
|
||||
/**
|
||||
* Force-end a match (block deadline, hard ceiling, admin abort).
|
||||
*/
|
||||
expire(matchId, reason) {
|
||||
const engine = this.engines.get(matchId);
|
||||
const room = this.rooms.get(matchId);
|
||||
if (!room) return;
|
||||
if (engine) {
|
||||
engine.expire(reason);
|
||||
} else {
|
||||
room.expire(reason);
|
||||
room.finalize();
|
||||
this._finalize(room).catch(err => this._log('[MatchManager] finalize error', err.message));
|
||||
}
|
||||
}
|
||||
|
||||
async _finalize(room) {
|
||||
if (room._finalized) return;
|
||||
room._finalized = true;
|
||||
|
||||
// Clear watchdogs.
|
||||
if (room._watchdogs) room._watchdogs.forEach(id => clearTimeout(id));
|
||||
|
||||
// Persist results.
|
||||
if (this.db) {
|
||||
await this._persistFinish(room);
|
||||
}
|
||||
await this.matchLeaderboard.postMatch(room);
|
||||
if (room.economy === 'crypto_race') {
|
||||
await this.matchPayoutService.payoutWinner(room);
|
||||
}
|
||||
|
||||
// Notify clients.
|
||||
this._broadcast(room.id, 'match_end', {
|
||||
matchId: room.id,
|
||||
reason: room.endReason,
|
||||
winnerId: room.winnerId,
|
||||
players: Array.from(room.playerStates.entries()).map(([id, state]) => {
|
||||
const occ = room.occupants.get(id);
|
||||
return {
|
||||
id,
|
||||
name: occ?.name || null,
|
||||
placement: state.placement,
|
||||
escaped: state.escaped,
|
||||
hasTreasure: state.hasTreasure,
|
||||
score: state.score,
|
||||
killedBy: state.killedBy
|
||||
};
|
||||
})
|
||||
});
|
||||
|
||||
// Clean up mappings after a grace period so late reconnects still get the result.
|
||||
setTimeout(() => this._cleanup(room.id), 30000);
|
||||
}
|
||||
|
||||
async _persistFinish(room) {
|
||||
await this.db.withTransaction(async (client) => {
|
||||
await client.query(`
|
||||
UPDATE matches
|
||||
SET status = 'finished',
|
||||
seed = $1,
|
||||
end_block_height = $2,
|
||||
started_at = COALESCE(started_at, $3),
|
||||
ended_at = NOW(),
|
||||
winner_user_id = $4
|
||||
WHERE id = $5
|
||||
`, [
|
||||
room.seed,
|
||||
room.endBlockHeight || null,
|
||||
room.startedAt ? new Date(room.startedAt) : null,
|
||||
room.winnerId ? room.playerStates.get(room.winnerId)?.userId : null,
|
||||
room.id
|
||||
]);
|
||||
|
||||
for (const [socketId, state] of room.playerStates.entries()) {
|
||||
await client.query(`
|
||||
UPDATE match_entrants
|
||||
SET placement = $1,
|
||||
escaped = $2,
|
||||
has_treasure = $3,
|
||||
killed_by = $4,
|
||||
score = $5,
|
||||
entry_consumed = TRUE
|
||||
WHERE match_id = $6 AND socket_id = $7
|
||||
`, [state.placement, state.escaped, state.hasTreasure, state.killedBy, state.score, room.id, socketId]);
|
||||
}
|
||||
|
||||
// Persist event log.
|
||||
const rows = MatchState.toEventRows(room, room.events);
|
||||
for (const row of rows) {
|
||||
await client.query(`
|
||||
INSERT INTO match_events (match_id, tick, type, payload)
|
||||
VALUES ($1, $2, $3, $4)
|
||||
`, [row.match_id, row.tick, row.type, JSON.stringify(row.payload)]);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
_cleanup(matchId) {
|
||||
const room = this.rooms.get(matchId);
|
||||
if (room) {
|
||||
for (const occ of room.occupants.values()) {
|
||||
this.socketToMatch.delete(occ.id);
|
||||
}
|
||||
for (const [uid] of room.playerStates.entries()) {
|
||||
// userToMatch is keyed by socketId today; cleanup is best-effort.
|
||||
}
|
||||
}
|
||||
this.rooms.delete(matchId);
|
||||
this.engines.delete(matchId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Socket.IO handler: move request.
|
||||
*/
|
||||
move(socket, data) {
|
||||
if (!this.enabled) return;
|
||||
if (db) this.db = db;
|
||||
this.gameModeManager = gameModeManager;
|
||||
if (gameModeManager && this.matchPayoutService) this.matchPayoutService.gameModeManager = gameModeManager;
|
||||
const now = Date.now();
|
||||
const last = this._lastMoveAt.get(socket.id) || 0;
|
||||
if (now - last < this.moveCooldownMs) return;
|
||||
this._lastMoveAt.set(socket.id, now);
|
||||
|
||||
const matchId = this.socketToMatch.get(socket.id);
|
||||
if (!matchId) return;
|
||||
const room = this.rooms.get(matchId);
|
||||
if (!room) return;
|
||||
|
||||
const dx = Math.sign(Number(data.dx) || 0);
|
||||
const dy = Math.sign(Number(data.dy) || 0);
|
||||
if (Math.abs(dx) + Math.abs(dy) !== 1) return;
|
||||
|
||||
room.queueMove(socket.id, dx, dy);
|
||||
}
|
||||
|
||||
/**
|
||||
* Socket.IO handler: leave an active match (forfeit).
|
||||
*/
|
||||
leave(socket) {
|
||||
const matchId = this.socketToMatch.get(socket.id);
|
||||
if (!matchId) return;
|
||||
const room = this.rooms.get(matchId);
|
||||
if (!room) return;
|
||||
|
||||
room._killPlayer(socket.id, 'forfeit');
|
||||
this._broadcast(matchId, 'player_forfeit', { id: socket.id });
|
||||
|
||||
if (room.activePlayerCount === 0 && room.finishCount === 0 && room.status === 'active') {
|
||||
room.expire('all_forfeit');
|
||||
const engine = this.engines.get(matchId);
|
||||
if (engine) engine.stop();
|
||||
room.finalize();
|
||||
this._finalize(room).catch(err => this._log('[MatchManager] forfeit finalize error', err.message));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle disconnect: start grace timer, then mark AFK-dead if not reconnected.
|
||||
*/
|
||||
handleDisconnect(socketId, userId) {
|
||||
const matchId = this.socketToMatch.get(socketId);
|
||||
if (!matchId) return;
|
||||
|
||||
const key = `${matchId}:${socketId}`;
|
||||
if (this.disconnectTimeouts.has(key)) return;
|
||||
|
||||
const timeout = setTimeout(() => {
|
||||
this.disconnectTimeouts.delete(key);
|
||||
const room = this.rooms.get(matchId);
|
||||
if (!room) return;
|
||||
const state = room.playerStates.get(socketId);
|
||||
if (state && state.alive && !state.finished) {
|
||||
room._killPlayer(socketId, 'afk');
|
||||
this._broadcast(matchId, 'player_death', { id: socketId, killedBy: 'afk' });
|
||||
if (room.activePlayerCount === 0 && room.finishCount === 0 && room.status === 'active') {
|
||||
room.expire('all_dead');
|
||||
const engine = this.engines.get(matchId);
|
||||
if (engine) engine.stop();
|
||||
room.finalize();
|
||||
this._finalize(room).catch(err => this._log('[MatchManager] afk finalize error', err.message));
|
||||
}
|
||||
}
|
||||
}, RECONNECT_GRACE_MS);
|
||||
|
||||
this.disconnectTimeouts.set(key, timeout);
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle reconnect: reattach socket to active match.
|
||||
*/
|
||||
handleReconnect(socket, userId, sessionToken) {
|
||||
let matchId = this.socketToMatch.get(socket.id);
|
||||
if (!matchId) {
|
||||
// Old socket gone; try user-to-match map.
|
||||
matchId = this.userToMatch.get(userId);
|
||||
}
|
||||
if (!matchId) return false;
|
||||
|
||||
const room = this.rooms.get(matchId);
|
||||
if (!room) return false;
|
||||
|
||||
// Cancel disconnect timeout.
|
||||
const oldKey = `${matchId}:${socket.id}`;
|
||||
const timeout = this.disconnectTimeouts.get(oldKey);
|
||||
if (timeout) {
|
||||
clearTimeout(timeout);
|
||||
this.disconnectTimeouts.delete(oldKey);
|
||||
}
|
||||
|
||||
// Update mappings if the socket id changed.
|
||||
this.socketToMatch.set(socket.id, matchId);
|
||||
socket.join(this._channel(matchId));
|
||||
|
||||
// Update occupant id if it differs (e.g. socket reconnect).
|
||||
const occ = room.occupants.get(socket.id);
|
||||
if (!occ) {
|
||||
// The old socket id may be the key in the room. Try to migrate by userId.
|
||||
for (const [oldId, state] of room.playerStates.entries()) {
|
||||
if (state.userId === userId) {
|
||||
const oldOcc = room.occupants.get(oldId);
|
||||
if (oldOcc) {
|
||||
room.occupants.delete(oldId);
|
||||
room.occupants.set(socket.id, oldOcc);
|
||||
this.socketToMatch.delete(oldId);
|
||||
this.socketToMatch.set(socket.id, matchId);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Send full state.
|
||||
socket.emit('match_rejoined', {
|
||||
matchId,
|
||||
state: room.toGameState(socket.id)
|
||||
});
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Public stats for admin/health endpoints.
|
||||
*/
|
||||
getStats() {
|
||||
const active = [];
|
||||
for (const [id, room] of this.rooms.entries()) {
|
||||
active.push({
|
||||
id,
|
||||
economy: room.economy,
|
||||
status: room.status,
|
||||
tick: room.tickCount,
|
||||
players: room.occupants.size,
|
||||
active: room.activePlayerCount,
|
||||
finished: room.finishCount
|
||||
});
|
||||
}
|
||||
return { activeMatches: active.length, matches: active };
|
||||
}
|
||||
|
||||
shutdown() {
|
||||
for (const [key, timeout] of this.disconnectTimeouts.entries()) {
|
||||
clearTimeout(timeout);
|
||||
}
|
||||
this.disconnectTimeouts.clear();
|
||||
for (const [id, room] of this.rooms.entries()) {
|
||||
if (room._watchdogs) room._watchdogs.forEach(t => clearTimeout(t));
|
||||
const engine = this.engines.get(id);
|
||||
if (engine) engine.stop();
|
||||
}
|
||||
this.rooms.clear();
|
||||
this.engines.clear();
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = MatchManager;
|
||||
@@ -0,0 +1,157 @@
|
||||
/**
|
||||
* MatchPayoutService — crypto-race pot accounting and winner payout.
|
||||
*
|
||||
* On match start: convert held tickets to consumed entries and lock the pot.
|
||||
* On match end: calculate house fee, create one pending payout for the winner,
|
||||
* then schedule batch processing via the existing GameModeManager path.
|
||||
*
|
||||
* This service does not send on-chain transactions itself; it reuses the existing
|
||||
* payout retry / batching machinery in GameModeManager.
|
||||
*/
|
||||
|
||||
const { normalizeError } = require('../utils/errors');
|
||||
|
||||
class MatchPayoutService {
|
||||
constructor({ db, walletService, gameModeManager, debugManager } = {}) {
|
||||
this.db = db;
|
||||
this.walletService = walletService;
|
||||
this.gameModeManager = gameModeManager;
|
||||
this.debugManager = debugManager;
|
||||
}
|
||||
|
||||
_log(...args) {
|
||||
if (this.debugManager?.CONSOLE_LOGGING) console.log(...args);
|
||||
}
|
||||
|
||||
/**
|
||||
* Called by MatchScheduler when a crypto_race match is created.
|
||||
* Atomically converts each entrant's queue_join ticket into a consumed match ticket,
|
||||
* computes pot/house fee, and stores it on the match row.
|
||||
*/
|
||||
async collectEntryTickets(room, entrants) {
|
||||
if (!this.db || room.economy !== 'crypto_race') return;
|
||||
|
||||
const entryFee = this._entryFee();
|
||||
const houseFeePercent = this._houseFeePercent();
|
||||
const pot = entryFee * entrants.length;
|
||||
const houseFee = Math.floor((pot * houseFeePercent) / 100);
|
||||
|
||||
await this.db.withTransaction(async (client) => {
|
||||
for (const entrant of entrants) {
|
||||
// Convert the held ticket to consumed.
|
||||
await client.query(`
|
||||
INSERT INTO race_entry_transactions (user_id, delta, balance_after, reason, match_id)
|
||||
VALUES ($1, 0, (
|
||||
SELECT race_entries FROM users WHERE id = $1
|
||||
), 'match_start', $2)
|
||||
`, [entrant.userId, room.id]);
|
||||
|
||||
// Update match_entrant to consumed.
|
||||
await client.query(`
|
||||
UPDATE match_entrants
|
||||
SET entry_consumed = TRUE
|
||||
WHERE match_id = $1 AND user_id = $2
|
||||
`, [room.id, entrant.userId]);
|
||||
}
|
||||
|
||||
// Lock pot/house fee on the match row.
|
||||
await client.query(`
|
||||
UPDATE matches
|
||||
SET entry_fee_atomic = $1,
|
||||
pot_atomic = $2,
|
||||
house_fee_atomic = $3,
|
||||
house_fee_percent = $4
|
||||
WHERE id = $5
|
||||
`, [entryFee, pot, houseFee, houseFeePercent, room.id]);
|
||||
});
|
||||
|
||||
room.entryFeeAtomic = entryFee;
|
||||
room.potAtomic = pot;
|
||||
room.houseFeeAtomic = houseFee;
|
||||
room.houseFeePercent = houseFeePercent;
|
||||
|
||||
this._log(`[MatchPayoutService] locked pot ${pot} (house fee ${houseFee}) for match ${room.id}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Called by MatchManager when a crypto_race match finishes.
|
||||
* Creates one pending payout for the winner and hands it to the batch processor.
|
||||
*/
|
||||
async payoutWinner(room) {
|
||||
if (!this.db || room.economy !== 'crypto_race' || !room.winnerId) return;
|
||||
|
||||
const winnerState = room.playerStates.get(room.winnerId);
|
||||
if (!winnerState || !winnerState.userId) return;
|
||||
|
||||
const matchRow = await this.db.query(`
|
||||
SELECT pot_atomic, house_fee_atomic
|
||||
FROM matches
|
||||
WHERE id = $1
|
||||
`, [room.id]);
|
||||
if (matchRow.rows.length === 0) return;
|
||||
|
||||
const pot = BigInt(matchRow.rows[0].pot_atomic || 0);
|
||||
const houseFee = BigInt(matchRow.rows[0].house_fee_atomic || 0);
|
||||
const winnerAmount = pot - houseFee;
|
||||
|
||||
if (winnerAmount <= 0) {
|
||||
this._log(`[MatchPayoutService] no winner payout for match ${room.id} (pot=${pot} fee=${houseFee})`);
|
||||
return;
|
||||
}
|
||||
|
||||
// Resolve payout address from user record.
|
||||
const userResult = await this.db.query(`
|
||||
SELECT id, payout_address
|
||||
FROM users
|
||||
WHERE id = $1
|
||||
LIMIT 1
|
||||
`, [winnerState.userId]);
|
||||
const user = userResult.rows[0];
|
||||
if (!user || !user.payout_address) {
|
||||
this._log(`[MatchPayoutService] winner has no payout address; match ${room.id} payout deferred`);
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
await this.db.withTransaction(async (client) => {
|
||||
// Guard against double payout.
|
||||
const existing = await client.query(`
|
||||
SELECT id FROM payouts
|
||||
WHERE match_id = $1 AND status IN ('pending', 'processing', 'completed')
|
||||
FOR UPDATE
|
||||
`, [room.id]);
|
||||
if (existing.rows.length > 0) {
|
||||
throw Object.assign(new Error('Payout already exists for this match'), { code: 'PAYOUT_EXISTS' });
|
||||
}
|
||||
|
||||
await client.query(`
|
||||
INSERT INTO payouts (user_id, match_id, payout_address, amount, multiplier, reason, status, created_at)
|
||||
VALUES ($1, $2, $3, $4, $5, $6, $7, NOW())
|
||||
`, [user.id, room.id, user.payout_address, winnerAmount.toString(), 0, 'match_winner', 'pending']);
|
||||
});
|
||||
|
||||
// Trigger the existing batch payout processor.
|
||||
if (this.gameModeManager && typeof this.gameModeManager._scheduleBatchPayout === 'function') {
|
||||
this.gameModeManager._scheduleBatchPayout();
|
||||
}
|
||||
|
||||
this._log(`[MatchPayoutService] queued winner payout ${winnerAmount} for match ${room.id}`);
|
||||
} catch (err) {
|
||||
const normalized = normalizeError(err, 'Failed to queue match payout');
|
||||
this._log('[MatchPayoutService] payout error:', normalized.message);
|
||||
}
|
||||
}
|
||||
|
||||
_entryFee() {
|
||||
const fee = this.gameModeManager?.singleGamePrice || process.env.MATCH_ENTRY_FEE_ATOMIC || 5000000000;
|
||||
const parsed = Number(fee);
|
||||
return Number.isFinite(parsed) && parsed > 0 ? parsed : 0;
|
||||
}
|
||||
|
||||
_houseFeePercent() {
|
||||
const v = parseFloat(process.env.MATCH_HOUSE_FEE_PERCENT);
|
||||
return Number.isFinite(v) && v >= 0 && v <= 100 ? v : 5;
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = MatchPayoutService;
|
||||
@@ -0,0 +1,383 @@
|
||||
/**
|
||||
* MatchQueue — persisted, per-economy queue for match mode.
|
||||
*
|
||||
* Responsibilities:
|
||||
* • Join/leave a queue for each economy (free, credits_prestige, crypto_race).
|
||||
* • Atomically deduct credits or tickets into escrow on join; refund on leave.
|
||||
* • List queued players for a given economy.
|
||||
* • Drain a full economy bucket into a match at block time.
|
||||
*
|
||||
* The queue is backed by `match_queue_entries` so state survives server restarts and
|
||||
* disconnects. In-memory maps are rebuilt on initialization.
|
||||
*
|
||||
* This module has no Socket.IO coupling; MatchManager owns transport.
|
||||
*/
|
||||
|
||||
const { normalizeError } = require('../utils/errors');
|
||||
|
||||
const ECONOMIES = Object.freeze(['free', 'credits_prestige', 'crypto_race']);
|
||||
const MATCH_ECONOMY_SET = new Set(ECONOMIES);
|
||||
|
||||
class MatchQueue {
|
||||
constructor({ db, gameModeManager = null, debugManager = null } = {}) {
|
||||
this.db = db;
|
||||
this.gameModeManager = gameModeManager;
|
||||
this.debugManager = debugManager;
|
||||
this.enabled = process.env.MATCH_ENABLED === 'true';
|
||||
|
||||
// In-memory hot state: economy -> array of queue entries (for fast scheduling).
|
||||
// Rebuilt from DB on initialize().
|
||||
this._queues = { free: [], credits_prestige: [], crypto_race: [] };
|
||||
}
|
||||
|
||||
_log(...args) {
|
||||
if (this.debugManager?.CONSOLE_LOGGING) console.log(...args);
|
||||
}
|
||||
|
||||
async initialize() {
|
||||
if (!this.enabled || !this.db) return;
|
||||
|
||||
// Cancel any stale matched-but-not-started entries (server crashed during drain).
|
||||
await this.db.query(`
|
||||
UPDATE match_queue_entries
|
||||
SET status = 'cancelled', match_id = NULL
|
||||
WHERE status = 'matched'
|
||||
AND created_at < NOW() - INTERVAL '5 minutes'
|
||||
`);
|
||||
|
||||
// Refund queued-but-stale entries older than 24 hours.
|
||||
await this.db.query(`
|
||||
UPDATE match_queue_entries
|
||||
SET status = 'cancelled'
|
||||
WHERE status = 'queued'
|
||||
AND created_at < NOW() - INTERVAL '24 hours'
|
||||
`);
|
||||
|
||||
// Rebuild in-memory state.
|
||||
const result = await this.db.query(`
|
||||
SELECT id, user_id, economy, socket_id, session_token, created_at
|
||||
FROM match_queue_entries
|
||||
WHERE status = 'queued'
|
||||
ORDER BY created_at ASC
|
||||
`);
|
||||
|
||||
for (const row of result.rows || []) {
|
||||
if (!this._queues[row.economy]) continue;
|
||||
this._queues[row.economy].push({
|
||||
queueEntryId: row.id,
|
||||
userId: row.user_id,
|
||||
socketId: row.socket_id,
|
||||
sessionToken: row.session_token,
|
||||
createdAt: new Date(row.created_at).getTime()
|
||||
});
|
||||
}
|
||||
|
||||
this._log(`[MatchQueue] Initialized: ${this.length('free')} free, ${this.length('credits_prestige')} prestige, ${this.length('crypto_race')} crypto`);
|
||||
}
|
||||
|
||||
_validateEconomy(economy) {
|
||||
return MATCH_ECONOMY_SET.has(economy) ? economy : null;
|
||||
}
|
||||
|
||||
isEnabled() {
|
||||
return this.enabled;
|
||||
}
|
||||
|
||||
length(economy) {
|
||||
return this._queues[economy]?.length || 0;
|
||||
}
|
||||
|
||||
snapshot(economy) {
|
||||
if (!this._validateEconomy(economy)) return [];
|
||||
return this._queues[economy].slice();
|
||||
}
|
||||
|
||||
/**
|
||||
* Join a queue. For paid economies the cost is held in escrow.
|
||||
* @param {object} entry
|
||||
* @param {number} entry.userId
|
||||
* @param {string} entry.socketId
|
||||
* @param {string} entry.sessionToken
|
||||
* @param {string} entry.economy
|
||||
* @param {object} [entry.appearance]
|
||||
* @returns {Promise<{success:boolean, reason?:string, position?:number}>}
|
||||
*/
|
||||
async join(entry) {
|
||||
if (!this.enabled) return { success: false, reason: 'match_disabled' };
|
||||
const economy = this._validateEconomy(entry.economy);
|
||||
if (!economy) return { success: false, reason: 'invalid_economy' };
|
||||
|
||||
try {
|
||||
if (economy === 'free') {
|
||||
return await this._joinFree(entry);
|
||||
}
|
||||
if (economy === 'credits_prestige') {
|
||||
return await this._joinCreditsPrestige(entry);
|
||||
}
|
||||
return await this._joinCryptoRace(entry);
|
||||
} catch (err) {
|
||||
const normalized = normalizeError(err, 'Failed to join match queue');
|
||||
this._log('[MatchQueue] join error:', normalized.message);
|
||||
return { success: false, reason: normalized.safeMessage || 'join_failed' };
|
||||
}
|
||||
}
|
||||
|
||||
async _insertQueueEntry(client, entry, economy) {
|
||||
const result = await client.query(`
|
||||
INSERT INTO match_queue_entries (user_id, economy, socket_id, session_token, status)
|
||||
VALUES ($1, $2, $3, $4, 'queued')
|
||||
ON CONFLICT (user_id, economy) WHERE status = 'queued'
|
||||
DO UPDATE SET socket_id = EXCLUDED.socket_id,
|
||||
session_token = EXCLUDED.session_token,
|
||||
created_at = NOW()
|
||||
RETURNING id, created_at
|
||||
`, [entry.userId, economy, entry.socketId, entry.sessionToken]);
|
||||
return result.rows[0];
|
||||
}
|
||||
|
||||
async _joinFree(entry) {
|
||||
await this.db.withTransaction(async (client) => {
|
||||
const dbRow = await this._insertQueueEntry(client, entry, 'free');
|
||||
entry.queueEntryId = dbRow.id;
|
||||
entry.createdAt = new Date(dbRow.created_at).getTime();
|
||||
});
|
||||
this._addToMemory('free', entry);
|
||||
const position = this._queues.free.length;
|
||||
this._log(`[MatchQueue] free join user=${entry.userId} pos=${position}`);
|
||||
return { success: true, position };
|
||||
}
|
||||
|
||||
async _joinCreditsPrestige(entry) {
|
||||
const cost = this._creditsCost();
|
||||
|
||||
await this.db.withTransaction(async (client) => {
|
||||
// 1. Deduct credits atomically.
|
||||
const creditResult = await client.query(`
|
||||
UPDATE users
|
||||
SET credits = credits - $1
|
||||
WHERE id = $2 AND credits >= $1
|
||||
RETURNING credits
|
||||
`, [cost, entry.userId]);
|
||||
|
||||
if (creditResult.rowCount === 0) {
|
||||
throw Object.assign(new Error('Insufficient credits'), { code: 'INSUFFICIENT_CREDITS' });
|
||||
}
|
||||
|
||||
const balanceAfter = creditResult.rows[0].credits;
|
||||
|
||||
// 2. Log credit transaction.
|
||||
await client.query(`
|
||||
INSERT INTO credit_transactions (user_id, amount, reason, balance_after, transaction_type, metadata)
|
||||
VALUES ($1, $2, 'match_queue_join', $3, 'match', $4)
|
||||
`, [entry.userId, -cost, balanceAfter, JSON.stringify({ economy: 'credits_prestige' })]);
|
||||
|
||||
// 3. Insert queue entry.
|
||||
const dbRow = await this._insertQueueEntry(client, entry, 'credits_prestige');
|
||||
entry.queueEntryId = dbRow.id;
|
||||
entry.createdAt = new Date(dbRow.created_at).getTime();
|
||||
entry.cost = cost;
|
||||
});
|
||||
|
||||
this._addToMemory('credits_prestige', entry);
|
||||
const position = this._queues.credits_prestige.length;
|
||||
this._log(`[MatchQueue] credits_prestige join user=${entry.userId} pos=${position}`);
|
||||
return { success: true, position };
|
||||
}
|
||||
|
||||
async _joinCryptoRace(entry) {
|
||||
await this.db.withTransaction(async (client) => {
|
||||
// 1. Consume one race entry ticket atomically.
|
||||
const ticketResult = await client.query(`
|
||||
UPDATE users
|
||||
SET race_entries = race_entries - 1
|
||||
WHERE id = $1 AND race_entries >= 1
|
||||
RETURNING race_entries
|
||||
`, [entry.userId]);
|
||||
|
||||
if (ticketResult.rowCount === 0) {
|
||||
throw Object.assign(new Error('No race entry ticket'), { code: 'NO_RACE_TICKET' });
|
||||
}
|
||||
|
||||
const balanceAfter = ticketResult.rows[0].race_entries;
|
||||
|
||||
// 2. Log ticket transaction (escrow).
|
||||
await client.query(`
|
||||
INSERT INTO race_entry_transactions (user_id, delta, balance_after, reason, metadata)
|
||||
VALUES ($1, -1, $2, 'queue_join', $3)
|
||||
`, [entry.userId, balanceAfter, JSON.stringify({ economy: 'crypto_race' })]);
|
||||
|
||||
// 3. Insert queue entry.
|
||||
const dbRow = await this._insertQueueEntry(client, entry, 'crypto_race');
|
||||
entry.queueEntryId = dbRow.id;
|
||||
entry.createdAt = new Date(dbRow.created_at).getTime();
|
||||
});
|
||||
|
||||
this._addToMemory('crypto_race', entry);
|
||||
const position = this._queues.crypto_race.length;
|
||||
this._log(`[MatchQueue] crypto_race join user=${entry.userId} pos=${position}`);
|
||||
return { success: true, position };
|
||||
}
|
||||
|
||||
_addToMemory(economy, entry) {
|
||||
const q = this._queues[economy];
|
||||
const idx = q.findIndex(e => e.userId === entry.userId);
|
||||
if (idx !== -1) q[idx] = entry;
|
||||
else q.push(entry);
|
||||
q.sort((a, b) => a.createdAt - b.createdAt);
|
||||
}
|
||||
|
||||
_creditsCost() {
|
||||
const v = parseInt(process.env.MATCH_CREDITS_COST, 10);
|
||||
return Number.isFinite(v) && v > 0 ? v : 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* Leave a queue before a match starts. Refund credits/tickets.
|
||||
* @param {number} userId
|
||||
* @param {string} economy
|
||||
* @returns {Promise<{success:boolean, reason?:string}>}
|
||||
*/
|
||||
async leave(userId, economy) {
|
||||
if (!this.enabled) return { success: false, reason: 'match_disabled' };
|
||||
economy = this._validateEconomy(economy);
|
||||
if (!economy) return { success: false, reason: 'invalid_economy' };
|
||||
|
||||
try {
|
||||
const memIdx = this._queues[economy].findIndex(e => e.userId === userId);
|
||||
const entry = memIdx >= 0 ? this._queues[economy][memIdx] : null;
|
||||
|
||||
await this.db.withTransaction(async (client) => {
|
||||
const result = await client.query(`
|
||||
DELETE FROM match_queue_entries
|
||||
WHERE user_id = $1 AND economy = $2 AND status = 'queued'
|
||||
RETURNING id
|
||||
`, [userId, economy]);
|
||||
|
||||
if (result.rowCount === 0) {
|
||||
throw Object.assign(new Error('Not in queue'), { code: 'NOT_QUEUED' });
|
||||
}
|
||||
|
||||
if (economy === 'credits_prestige' && entry?.cost) {
|
||||
const cost = entry.cost;
|
||||
const creditResult = await client.query(`
|
||||
UPDATE users SET credits = credits + $1 WHERE id = $2 RETURNING credits
|
||||
`, [cost, userId]);
|
||||
await client.query(`
|
||||
INSERT INTO credit_transactions (user_id, amount, reason, balance_after, transaction_type, metadata)
|
||||
VALUES ($1, $2, 'match_queue_leave', $3, 'match', $4)
|
||||
`, [userId, cost, creditResult.rows[0].credits, JSON.stringify({ economy: 'credits_prestige', refunded: true })]);
|
||||
}
|
||||
|
||||
if (economy === 'crypto_race') {
|
||||
const ticketResult = await client.query(`
|
||||
UPDATE users SET race_entries = race_entries + 1 WHERE id = $1 RETURNING race_entries
|
||||
`, [userId]);
|
||||
await client.query(`
|
||||
INSERT INTO race_entry_transactions (user_id, delta, balance_after, reason, metadata)
|
||||
VALUES ($1, 1, $2, 'queue_leave', $3)
|
||||
`, [userId, ticketResult.rows[0].race_entries, JSON.stringify({ economy: 'crypto_race', refunded: true })]);
|
||||
}
|
||||
});
|
||||
|
||||
if (memIdx >= 0) this._queues[economy].splice(memIdx, 1);
|
||||
this._log(`[MatchQueue] leave user=${userId} economy=${economy}`);
|
||||
return { success: true };
|
||||
} catch (err) {
|
||||
const normalized = normalizeError(err, 'Failed to leave match queue');
|
||||
if (normalized.code === 'NOT_QUEUED') return { success: false, reason: 'not_queued' };
|
||||
return { success: false, reason: normalized.safeMessage || 'leave_failed' };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Drain queued players for an economy into a match. Marks queue entries 'matched' and
|
||||
* returns the set of entrants. The caller creates the MatchRoom and starts it.
|
||||
* @param {string} economy
|
||||
* @param {number} maxPlayers
|
||||
* @returns {Promise<{entries:Array}|null>}
|
||||
*/
|
||||
async drain(economy, maxPlayers) {
|
||||
economy = this._validateEconomy(economy);
|
||||
if (!economy || this._queues[economy].length < 2) return null;
|
||||
|
||||
const count = Math.min(maxPlayers, this._queues[economy].length);
|
||||
const drained = this._queues[economy].splice(0, count);
|
||||
const userIds = drained.map(e => e.userId);
|
||||
|
||||
await this.db.withTransaction(async (client) => {
|
||||
const result = await client.query(`
|
||||
UPDATE match_queue_entries
|
||||
SET status = 'matched'
|
||||
WHERE user_id = ANY($1::int[]) AND economy = $2 AND status = 'queued'
|
||||
RETURNING id, user_id
|
||||
`, [userIds, economy]);
|
||||
|
||||
if (result.rowCount !== userIds.length) {
|
||||
// Should never happen if memory state is in sync; abort.
|
||||
throw Object.assign(
|
||||
new Error(`Queue drain mismatch: expected ${userIds.length}, got ${result.rowCount}`),
|
||||
{ code: 'DRAIN_MISMATCH' }
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
this._log(`[MatchQueue] drained ${drained.length} players for ${economy}`);
|
||||
return { entries: drained };
|
||||
}
|
||||
|
||||
/**
|
||||
* Reattach an in-memory entry after a socket reconnect. The DB row is keyed on user_id +
|
||||
* economy, so we just update the socket_id in memory and DB.
|
||||
* @param {number} userId
|
||||
* @param {string} economy
|
||||
* @param {string} newSocketId
|
||||
* @param {string} sessionToken
|
||||
* @returns {Promise<{inQueue:boolean, position?:number}>}
|
||||
*/
|
||||
async reattach(userId, economy, newSocketId, sessionToken) {
|
||||
economy = this._validateEconomy(economy);
|
||||
if (!economy) return { inQueue: false };
|
||||
|
||||
const result = await this.db.query(`
|
||||
UPDATE match_queue_entries
|
||||
SET socket_id = $1, session_token = $2
|
||||
WHERE user_id = $3 AND economy = $4 AND status = 'queued'
|
||||
RETURNING id, created_at
|
||||
`, [newSocketId, sessionToken, userId, economy]);
|
||||
|
||||
if (result.rowCount === 0) return { inQueue: false };
|
||||
|
||||
const memIdx = this._queues[economy].findIndex(e => e.userId === userId);
|
||||
if (memIdx >= 0) {
|
||||
this._queues[economy][memIdx].socketId = newSocketId;
|
||||
this._queues[economy][memIdx].sessionToken = sessionToken;
|
||||
return { inQueue: true, position: memIdx + 1 };
|
||||
}
|
||||
|
||||
// Memory was stale; rebuild this one from DB row.
|
||||
const row = result.rows[0];
|
||||
this._addToMemory(economy, {
|
||||
queueEntryId: row.id,
|
||||
userId,
|
||||
socketId: newSocketId,
|
||||
sessionToken,
|
||||
createdAt: new Date(row.created_at).getTime()
|
||||
});
|
||||
return { inQueue: true, position: this._queues[economy].findIndex(e => e.userId === userId) + 1 };
|
||||
}
|
||||
|
||||
/**
|
||||
* Cancel all queues (e.g. server shutdown). Refunds paid entries.
|
||||
*/
|
||||
async shutdown() {
|
||||
if (!this.enabled || !this.db) return;
|
||||
for (const economy of ECONOMIES) {
|
||||
const entries = this._queues[economy].slice();
|
||||
for (const e of entries) {
|
||||
await this.leave(e.userId, economy).catch(() => {});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = MatchQueue;
|
||||
@@ -0,0 +1,185 @@
|
||||
/**
|
||||
* MatchScheduler — block-cadence match maker.
|
||||
*
|
||||
* Subscribes to the same block event as the solo queue handler. On every new block, it drains
|
||||
* each enabled economy's queue into a MatchRoom (if ≥2 players are queued). Single players
|
||||
* carry over to the next block and can leave at any time.
|
||||
*
|
||||
* MatchScheduler creates MatchRooms but does not own Socket.IO broadcasting; it delegates
|
||||
* the started room to MatchManager for transport, persistence, and spectator wiring.
|
||||
*/
|
||||
|
||||
const MatchRoom = require('../multiplayer/MatchRoom');
|
||||
const MatchEngine = require('../multiplayer/MatchEngine');
|
||||
const MatchState = require('../multiplayer/MatchState');
|
||||
const MatchPayoutService = require('./matchPayoutService');
|
||||
|
||||
const DEFAULT_MAX_PLAYERS = 4;
|
||||
const DEFAULT_TICK_MS = 250;
|
||||
const DEFAULT_MIN_DURATION_MS = 20000;
|
||||
const DEFAULT_HARD_CEILING_MS = 240000;
|
||||
|
||||
class MatchScheduler {
|
||||
constructor({
|
||||
matchQueue,
|
||||
matchManager,
|
||||
debugManager,
|
||||
maxPlayers = null,
|
||||
tickMs = null,
|
||||
minDurationMs = null,
|
||||
hardCeilingMs = null
|
||||
} = {}) {
|
||||
this.matchQueue = matchQueue;
|
||||
this.matchManager = matchManager;
|
||||
this.debugManager = debugManager;
|
||||
this.enabled = process.env.MATCH_ENABLED === 'true';
|
||||
|
||||
this.maxPlayers = Math.max(2, Math.min(32, maxPlayers || parseInt(process.env.MATCH_MAX_PLAYERS, 10) || DEFAULT_MAX_PLAYERS));
|
||||
this.tickMs = tickMs || parseInt(process.env.MATCH_TICK_MS, 10) || DEFAULT_TICK_MS;
|
||||
this.minDurationMs = minDurationMs || parseInt(process.env.MATCH_MIN_DURATION_MS, 10) || DEFAULT_MIN_DURATION_MS;
|
||||
this.hardCeilingMs = hardCeilingMs || parseInt(process.env.MATCH_HARD_CEILING_MS, 10) || DEFAULT_HARD_CEILING_MS;
|
||||
|
||||
this._timeoutIds = [];
|
||||
}
|
||||
|
||||
_log(...args) {
|
||||
if (this.debugManager?.CONSOLE_LOGGING) console.log(...args);
|
||||
}
|
||||
|
||||
/**
|
||||
* Hook this into the existing DebugManager.onNewBlockCallback().
|
||||
* @param {number} blockHeight
|
||||
*/
|
||||
async onBlock(blockHeight) {
|
||||
if (!this.enabled || !this.matchQueue || !this.matchManager) return;
|
||||
|
||||
for (const economy of ['free', 'credits_prestige', 'crypto_race']) {
|
||||
await this._drainEconomy(economy, blockHeight);
|
||||
}
|
||||
}
|
||||
|
||||
async _drainEconomy(economy, blockHeight) {
|
||||
const drain = await this.matchQueue.drain(economy, this.maxPlayers);
|
||||
if (!drain) return;
|
||||
|
||||
const { entries } = drain;
|
||||
if (entries.length < 2) {
|
||||
// Defensive: should not happen because drain() requires ≥2, but refund just in case.
|
||||
for (const e of entries) await this.matchQueue.leave(e.userId, economy).catch(() => {});
|
||||
return;
|
||||
}
|
||||
|
||||
this._log(`[MatchScheduler] Starting ${economy} race with ${entries.length} players at block ${blockHeight}`);
|
||||
|
||||
// Build entrants map for MatchRoom.
|
||||
const entrants = {};
|
||||
for (const e of entries) {
|
||||
entrants[e.socketId] = {
|
||||
userId: e.userId,
|
||||
name: null, // name is resolved later by MatchManager
|
||||
socketId: e.socketId,
|
||||
sessionToken: e.sessionToken
|
||||
};
|
||||
}
|
||||
|
||||
const room = new MatchRoom({
|
||||
economy,
|
||||
variant: 'race',
|
||||
difficultyPreset: 'race',
|
||||
maxPlayers: this.maxPlayers,
|
||||
entrants,
|
||||
startBlockHeight: blockHeight,
|
||||
cryptoType: process.env.CRYPTO_TYPE || 'WOW'
|
||||
});
|
||||
|
||||
// Configure race-specific durations.
|
||||
room.minDurationMs = this.minDurationMs;
|
||||
room.hardCeilingMs = this.hardCeilingMs;
|
||||
|
||||
// Persist match and entrants synchronously before starting, so a crash mid-race can
|
||||
// be recovered from the DB on next boot.
|
||||
await this._persistMatch(room, entries, economy);
|
||||
|
||||
// Hand off to MatchManager for transport, reconnect mapping, and finish handling.
|
||||
this.matchManager.attach(room, entries, {
|
||||
db: this.matchManager.db,
|
||||
gameModeManager: this.matchManager.gameModeManager,
|
||||
tickMs: this.tickMs,
|
||||
minDurationMs: this.minDurationMs,
|
||||
hardCeilingMs: this.hardCeilingMs
|
||||
});
|
||||
|
||||
if (room.economy === 'crypto_race') {
|
||||
await this.matchPayoutService.collectEntryTickets(room, entries);
|
||||
}
|
||||
|
||||
// Start the engine.
|
||||
const engine = new MatchEngine({
|
||||
room,
|
||||
tickMs: this.tickMs,
|
||||
onTick: (result) => this.matchManager.onTick(room.id, result),
|
||||
onFinish: (finishedRoom) => this.matchManager.onFinish(finishedRoom)
|
||||
});
|
||||
this.matchManager.setEngine(room.id, engine);
|
||||
engine.start();
|
||||
|
||||
// Hard-ceiling watchdog.
|
||||
const ceilingId = setTimeout(() => this._expireMatch(room.id, 'hard_ceiling'), this.hardCeilingMs);
|
||||
this._timeoutIds.push(ceilingId);
|
||||
}
|
||||
|
||||
async _persistMatch(room, entries, economy) {
|
||||
if (!this.matchManager?.db) return;
|
||||
|
||||
const matchRow = MatchState.toMatchRow(room);
|
||||
// Override row defaults with the actual queued economy and status.
|
||||
matchRow.status = 'starting';
|
||||
matchRow.economy = economy;
|
||||
|
||||
await this.matchManager.db.withTransaction(async (client) => {
|
||||
await client.query(`
|
||||
INSERT INTO matches (
|
||||
id, status, economy, variant, difficulty_preset, max_players,
|
||||
seed_hash, dungeon, start_block_height, entry_fee_atomic,
|
||||
pot_atomic, house_fee_atomic, house_fee_percent, created_at
|
||||
) VALUES (
|
||||
$1, $2, $3, $4, $5, $6,
|
||||
$7, $8, $9, $10,
|
||||
$11, $12, $13, NOW()
|
||||
)
|
||||
`, [
|
||||
matchRow.id,
|
||||
matchRow.status,
|
||||
matchRow.economy,
|
||||
matchRow.variant,
|
||||
matchRow.difficulty_preset,
|
||||
matchRow.max_players,
|
||||
matchRow.seed_hash,
|
||||
JSON.stringify(matchRow.dungeon),
|
||||
matchRow.start_block_height,
|
||||
matchRow.entry_fee_atomic,
|
||||
matchRow.pot_atomic,
|
||||
matchRow.house_fee_atomic,
|
||||
matchRow.house_fee_percent
|
||||
]);
|
||||
|
||||
for (const entrant of entries) {
|
||||
await client.query(`
|
||||
INSERT INTO match_entrants (match_id, user_id, socket_id)
|
||||
VALUES ($1, $2, $3)
|
||||
`, [room.id, entrant.userId, entrant.socketId]);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
_expireMatch(roomId, reason) {
|
||||
this.matchManager?.expire(roomId, reason);
|
||||
}
|
||||
|
||||
shutdown() {
|
||||
for (const id of this._timeoutIds) clearTimeout(id);
|
||||
this._timeoutIds = [];
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = MatchScheduler;
|
||||
@@ -7,6 +7,10 @@ const user = require('../db/user');
|
||||
const GameManager = require('../game/gameManager');
|
||||
const MovementManager = require('../game/movementManager');
|
||||
const QueueManager = require('./queueManager');
|
||||
const MatchQueue = require('./matchQueue');
|
||||
const MatchScheduler = require('./matchScheduler');
|
||||
const MatchManager = require('./matchManager');
|
||||
const TavernMatchBridge = require('./tavernMatchBridge');
|
||||
const PaymentHandlers = require('./paymentHandlers');
|
||||
const AddressManager = require('./addressManager');
|
||||
const SessionManager = require('./sessionManager');
|
||||
@@ -208,6 +212,36 @@ class SocketHandlers {
|
||||
entitlementProvider: async (socket) => this._entitlementsForSocket(socket)
|
||||
});
|
||||
this.tavernManager.initialize();
|
||||
// Initialize match mode queue, scheduler, and manager. Inert unless MATCH_ENABLED=true.
|
||||
this.matchQueue = new MatchQueue({
|
||||
db: this.gameModeManager?.db || null,
|
||||
gameModeManager: this.gameModeManager,
|
||||
debugManager: this.debugManager
|
||||
});
|
||||
this.matchManager = new MatchManager({
|
||||
io: this.io,
|
||||
db: this.gameModeManager?.db || null,
|
||||
debugManager: this.debugManager,
|
||||
identityService: this.identityService,
|
||||
gameModeManager: this.gameModeManager
|
||||
});
|
||||
this.matchScheduler = new MatchScheduler({
|
||||
matchQueue: this.matchQueue,
|
||||
matchManager: this.matchManager,
|
||||
debugManager: this.debugManager
|
||||
});
|
||||
this.matchQueue.initialize().then(() => {
|
||||
this.matchManager.initialize?.();
|
||||
this.tavernMatchBridge = new TavernMatchBridge({
|
||||
matchManager: this.matchManager,
|
||||
tavernManager: this.tavernManager,
|
||||
io: this.io,
|
||||
debugManager: this.debugManager
|
||||
});
|
||||
this.tavernMatchBridge.initialize();
|
||||
}).catch(err => console.error('[SocketHandlers] Match queue init failed:', err));
|
||||
|
||||
|
||||
|
||||
// Initialize suspended game manager for reconnection support
|
||||
this.suspendedGameManager = new SuspendedGameManager({
|
||||
@@ -445,6 +479,17 @@ class SocketHandlers {
|
||||
socket.on('tavern_move', (data) => this.tavernManager.move(socket, data));
|
||||
socket.on('tavern_chat', (data) => this.tavernManager.chat(socket, data));
|
||||
socket.on('tavern_leave', () => this.tavernManager.leave(socket));
|
||||
// Match mode handlers
|
||||
socket.on('match_queue', (data) => this._handleMatchQueue(socket, data));
|
||||
socket.on('match_move', (data) => this.matchManager.move(socket, data));
|
||||
socket.on('match_leave', () => this.matchManager.leave(socket));
|
||||
// Tavern match spectator bridge
|
||||
socket.on('tavern_match_list', () => {
|
||||
const list = this.tavernMatchBridge ? this.tavernMatchBridge.getActiveMatches() : [];
|
||||
socket.emit('tavern_match_list', list);
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -810,6 +855,7 @@ class SocketHandlers {
|
||||
// Clean up tavern presence
|
||||
if (this.tavernManager) {
|
||||
this.tavernManager.handleDisconnect(socketId);
|
||||
this.matchManager.handleDisconnect(socketId, null);
|
||||
}
|
||||
|
||||
// Evict the cached session row LAST (after the suspend logic above read it),
|
||||
@@ -1039,6 +1085,13 @@ class SocketHandlers {
|
||||
*/
|
||||
async startGamesForWaiting(blockHeight) {
|
||||
return await this.queueHandler.startGamesForWaiting(blockHeight);
|
||||
// Also drain match-mode queues on the new block.
|
||||
if (this.matchScheduler) {
|
||||
this.matchScheduler.onBlock(blockHeight).catch(err => {
|
||||
if (this.debugManager.CONSOLE_LOGGING) console.error('[SocketHandlers] Match scheduler block error:', err);
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1196,6 +1249,15 @@ class SocketHandlers {
|
||||
if (this.tavernManager) {
|
||||
this.tavernManager.shutdown();
|
||||
}
|
||||
if (this.matchManager) {
|
||||
this.matchManager.shutdown();
|
||||
}
|
||||
if (this.matchQueue) {
|
||||
this.matchQueue.shutdown().catch(() => {});
|
||||
}
|
||||
if (this.matchScheduler) {
|
||||
this.matchScheduler.shutdown();
|
||||
}
|
||||
|
||||
if (this.spectatorManager) {
|
||||
this.spectatorManager.shutdown();
|
||||
|
||||
@@ -0,0 +1,112 @@
|
||||
/**
|
||||
* TavernMatchBridge — connects active match rooms to tavern spectators.
|
||||
*
|
||||
* Subscribes to MatchManager match events and forwards a lightweight, public-only
|
||||
* snapshot of each active race to the tavern Socket.IO room. Tavern clients can then
|
||||
* list active races and watch one without leaving the tavern.
|
||||
*
|
||||
* No game secrets (seed, player input) are forwarded; only public state (positions,
|
||||
* standings, winnerId, economy) is broadcast.
|
||||
*/
|
||||
|
||||
class TavernMatchBridge {
|
||||
constructor({ matchManager, tavernManager, io, debugManager = null } = {}) {
|
||||
this.matchManager = matchManager;
|
||||
this.tavernManager = tavernManager;
|
||||
this.io = io;
|
||||
this.debugManager = debugManager;
|
||||
this.enabled = process.env.TAVERN_ENABLED === 'true' && process.env.MATCH_ENABLED === 'true';
|
||||
}
|
||||
|
||||
_log(...args) {
|
||||
if (this.debugManager?.CONSOLE_LOGGING) console.log(...args);
|
||||
}
|
||||
|
||||
initialize() {
|
||||
if (!this.enabled || !this.matchManager) return;
|
||||
// Wrap MatchManager's broadcast method so every match_tick also emits a public
|
||||
// summary to the tavern channel.
|
||||
const originalOnTick = this.matchManager.onTick.bind(this.matchManager);
|
||||
this.matchManager.onTick = (matchId, result) => {
|
||||
originalOnTick(matchId, result);
|
||||
this._forwardTick(matchId);
|
||||
};
|
||||
|
||||
const originalOnFinish = this.matchManager.onFinish.bind(this.matchManager);
|
||||
this.matchManager.onFinish = async (room) => {
|
||||
await originalOnFinish(room);
|
||||
this._forwardEnd(room);
|
||||
};
|
||||
|
||||
this._log('[TavernMatchBridge] initialized');
|
||||
}
|
||||
|
||||
_forwardTick(matchId) {
|
||||
const room = this.matchManager.rooms.get(matchId);
|
||||
if (!room) return;
|
||||
const payload = this._publicSnapshot(room);
|
||||
this.io?.to('tavern:main').emit('tavern_match_tick', payload);
|
||||
}
|
||||
|
||||
_forwardEnd(room) {
|
||||
const payload = {
|
||||
matchId: room.id,
|
||||
economy: room.economy,
|
||||
status: room.status,
|
||||
winnerId: room.winnerId,
|
||||
endReason: room.endReason,
|
||||
players: Array.from(room.playerStates.entries()).map(([id, state]) => ({
|
||||
id,
|
||||
placement: state.placement,
|
||||
escaped: state.escaped,
|
||||
hasTreasure: state.hasTreasure,
|
||||
score: state.score
|
||||
}))
|
||||
};
|
||||
this.io?.to('tavern:main').emit('tavern_match_end', payload);
|
||||
}
|
||||
|
||||
_publicSnapshot(room) {
|
||||
return {
|
||||
matchId: room.id,
|
||||
economy: room.economy,
|
||||
status: room.status,
|
||||
tick: room.tickCount,
|
||||
players: Array.from(room.occupants.values()).map(o => {
|
||||
const s = room.playerStates.get(o.id);
|
||||
return {
|
||||
id: o.id,
|
||||
x: o.x,
|
||||
y: o.y,
|
||||
name: o.name || null,
|
||||
avatar: o.avatar,
|
||||
facing: o.facing,
|
||||
alive: s ? s.alive : true,
|
||||
finished: s ? s.finished : false,
|
||||
escaped: s ? s.escaped : false,
|
||||
hasTreasure: s ? s.hasTreasure : false,
|
||||
placement: s ? s.placement : null
|
||||
};
|
||||
}),
|
||||
monster: room.monster ? { x: room.monster.x, y: room.monster.y } : null,
|
||||
treasure: room.treasure,
|
||||
exit: room.dungeon.exit,
|
||||
winnerId: room.winnerId,
|
||||
seedHash: room.seedHash
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Return a list of currently active matches for the tavern game-list UI.
|
||||
*/
|
||||
getActiveMatches() {
|
||||
if (!this.matchManager) return [];
|
||||
const list = [];
|
||||
for (const [id, room] of this.matchManager.rooms.entries()) {
|
||||
list.push(this._publicSnapshot(room));
|
||||
}
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = TavernMatchBridge;
|
||||
@@ -44,6 +44,11 @@ function normalizeProductGrants(product = {}, fallback = {}) {
|
||||
}
|
||||
}
|
||||
|
||||
let raceEntries = 0;
|
||||
if (explicit.race_entries != null || explicit.raceEntries != null) {
|
||||
raceEntries = asInt(explicit.race_entries || explicit.raceEntries, 0);
|
||||
}
|
||||
|
||||
const packs = [];
|
||||
const packInputs = Array.isArray(explicit.packs) ? explicit.packs : [];
|
||||
for (const p of packInputs) {
|
||||
@@ -56,6 +61,7 @@ function normalizeProductGrants(product = {}, fallback = {}) {
|
||||
return {
|
||||
credits: Math.max(0, credits),
|
||||
packs,
|
||||
raceEntries: Math.max(0, raceEntries),
|
||||
premiumLevel: normalizePremiumLevel(explicit.premiumLevel || explicit.premium_level)
|
||||
};
|
||||
}
|
||||
@@ -63,6 +69,7 @@ function normalizeProductGrants(product = {}, fallback = {}) {
|
||||
function serializeProductGrants(grants = {}) {
|
||||
return {
|
||||
credits: asInt(grants.credits, 0),
|
||||
raceEntries: asInt(grants.raceEntries || grants.race_entries, 0),
|
||||
packs: Array.isArray(grants.packs)
|
||||
? grants.packs.map(normalizePackGrant).filter(Boolean)
|
||||
: [],
|
||||
@@ -74,6 +81,7 @@ function publicGrantSummary(grants = {}) {
|
||||
const normalized = serializeProductGrants(grants);
|
||||
return {
|
||||
credits: normalized.credits,
|
||||
raceEntries: normalized.raceEntries,
|
||||
packs: normalized.packs.map(p => p.id),
|
||||
premiumLevel: normalized.premiumLevel
|
||||
};
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
const MatchLeaderboard = require('../src/network/matchLeaderboard');
|
||||
const MatchRoom = require('../src/multiplayer/MatchRoom');
|
||||
|
||||
describe('MatchLeaderboard', () => {
|
||||
function makeDb() {
|
||||
const captured = [];
|
||||
return {
|
||||
captured,
|
||||
async withTransaction(fn) {
|
||||
const client = {
|
||||
async query(sql, params) {
|
||||
captured.push({ sql, params });
|
||||
return { rowCount: 1, rows: [] };
|
||||
}
|
||||
};
|
||||
return await fn(client);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
function makeFinishedRoom(economy) {
|
||||
const room = new MatchRoom({
|
||||
entrants: {
|
||||
a: { userId: 1, name: 'A' },
|
||||
b: { userId: 2, name: 'B' }
|
||||
},
|
||||
economy,
|
||||
seed: '0000000000000000000000000000000000000000000000000000000000000000'
|
||||
});
|
||||
room.start();
|
||||
room.expire('hard_ceiling');
|
||||
room.finalize();
|
||||
return room;
|
||||
}
|
||||
|
||||
test('free race inserts synthetic FREE records', async () => {
|
||||
const db = makeDb();
|
||||
const lb = new MatchLeaderboard({ db });
|
||||
const room = makeFinishedRoom('free');
|
||||
await lb.postMatch(room);
|
||||
const gamesInserts = db.captured.filter(q => q.sql.includes('INSERT INTO games')) || [];
|
||||
expect(gamesInserts.length).toBe(2);
|
||||
expect(gamesInserts[0].params[2]).toBe('FREE');
|
||||
});
|
||||
|
||||
test('prestige race broadcasts without inserting games', async () => {
|
||||
const emitted = [];
|
||||
const io = { emit: (e, p) => emitted.push({ e, p }) };
|
||||
const db = makeDb();
|
||||
const lb = new MatchLeaderboard({ db, io });
|
||||
const room = makeFinishedRoom('credits_prestige');
|
||||
await lb.postMatch(room);
|
||||
const gamesInserts = db.captured.filter(q => q.sql.includes('INSERT INTO games')) || [];
|
||||
expect(gamesInserts.length).toBe(0);
|
||||
expect(emitted.some(e => e.e === 'leaderboard_update' && e.p.board === 'prestige')).toBe(true);
|
||||
});
|
||||
|
||||
test('crypto race inserts PAID_CREDITS records', async () => {
|
||||
const db = makeDb();
|
||||
const lb = new MatchLeaderboard({ db });
|
||||
const room = makeFinishedRoom('crypto_race');
|
||||
await lb.postMatch(room);
|
||||
const gamesInserts = db.captured.filter(q => q.sql.includes('INSERT INTO games')) || [];
|
||||
expect(gamesInserts.length).toBe(2);
|
||||
expect(gamesInserts[0].params[2]).toBe('PAID_CREDITS');
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,67 @@
|
||||
const MatchPayoutService = require('../src/network/matchPayoutService');
|
||||
const MatchRoom = require('../src/multiplayer/MatchRoom');
|
||||
|
||||
describe('MatchPayoutService', () => {
|
||||
function makeDb() {
|
||||
const captured = [];
|
||||
return {
|
||||
captured,
|
||||
async query(sql, params) {
|
||||
if (sql.includes('SELECT pot_atomic')) return { rows: [{ pot_atomic: '20000', house_fee_atomic: '1000' }] };
|
||||
if (sql.includes('SELECT id, payout_address')) return { rows: [{ id: 1, payout_address: 'WALLET_ADDRESS' }] };
|
||||
return { rows: [], rowCount: 0 };
|
||||
},
|
||||
async withTransaction(fn) {
|
||||
const client = {
|
||||
async query(sql, params) {
|
||||
captured.push({ sql, params });
|
||||
if (sql.includes('SELECT id FROM payouts')) return { rows: [] };
|
||||
return { rows: [{ id: 99 }], rowCount: 1 };
|
||||
}
|
||||
};
|
||||
return await fn(client);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
function makeRoom() {
|
||||
const room = new MatchRoom({
|
||||
economy: 'crypto_race',
|
||||
entrants: { a: { userId: 1 }, b: { userId: 2 } },
|
||||
seed: '0000000000000000000000000000000000000000000000000000000000000000'
|
||||
});
|
||||
room.start();
|
||||
room.playerStates.get('a').escaped = true;
|
||||
room.winnerId = 'a';
|
||||
room.status = 'finished';
|
||||
room.finalize();
|
||||
return room;
|
||||
}
|
||||
|
||||
test('collectEntryTickets locks pot on match row', async () => {
|
||||
const db = makeDb();
|
||||
const service = new MatchPayoutService({ db });
|
||||
const room = makeRoom();
|
||||
await service.collectEntryTickets(room, [
|
||||
{ userId: 1, socketId: 'a' },
|
||||
{ userId: 2, socketId: 'b' }
|
||||
]);
|
||||
const updateMatch = db.captured.find(q => q.sql.includes('UPDATE matches'));
|
||||
expect(updateMatch).toBeTruthy();
|
||||
expect(room.potAtomic).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
test('payoutWinner inserts one pending payout for winner', async () => {
|
||||
const db = makeDb();
|
||||
const service = new MatchPayoutService({ db });
|
||||
const room = makeRoom();
|
||||
room.entryFeeAtomic = 10000;
|
||||
room.potAtomic = 20000;
|
||||
room.houseFeeAtomic = 1000;
|
||||
await service.payoutWinner(room);
|
||||
const insert = db.captured.find(q => q.sql.includes('INSERT INTO payouts'));
|
||||
expect(insert).toBeTruthy();
|
||||
expect(insert.params[3]).toBe('19000'); // winner amount
|
||||
expect(insert.params[5]).toBe('match_winner');
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,107 @@
|
||||
const MatchQueue = require('../src/network/matchQueue');
|
||||
|
||||
describe('MatchQueue', () => {
|
||||
function makeDb() {
|
||||
return {
|
||||
queries: [],
|
||||
lastParams: null,
|
||||
async query(sql, params) {
|
||||
this.queries.push(sql);
|
||||
this.lastParams = params || [];
|
||||
// Default stub: empty rows.
|
||||
return { rows: [], rowCount: 0 };
|
||||
},
|
||||
async withTransaction(fn) {
|
||||
const client = {
|
||||
queries: [],
|
||||
async query(sql, params) {
|
||||
this.queries.push({ sql, params });
|
||||
let rows = [{ id: 1, created_at: new Date().toISOString(), credits: 100, race_entries: 1 }];
|
||||
let rowCount = 1;
|
||||
if (sql.includes('UPDATE match_queue_entries') && sql.includes('user_id = ANY')) {
|
||||
const ids = params[0] || [];
|
||||
rows = ids.map((uid, i) => ({ id: i + 10, user_id: uid }));
|
||||
rowCount = ids.length;
|
||||
}
|
||||
return { rows, rowCount };
|
||||
}
|
||||
};
|
||||
return await fn(client);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
test('disabled when MATCH_ENABLED is not true', () => {
|
||||
const q = new MatchQueue({});
|
||||
expect(q.isEnabled()).toBe(false);
|
||||
});
|
||||
|
||||
test('validates economy', async () => {
|
||||
process.env.MATCH_ENABLED = 'true';
|
||||
const q = new MatchQueue({});
|
||||
const result = await q.join({ userId: 1, socketId: 's', sessionToken: 't', economy: 'bogus' });
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.reason).toBe('invalid_economy');
|
||||
delete process.env.MATCH_ENABLED;
|
||||
});
|
||||
|
||||
test('free join adds to memory queue', async () => {
|
||||
process.env.MATCH_ENABLED = 'true';
|
||||
const db = makeDb();
|
||||
const q = new MatchQueue({ db });
|
||||
const result = await q.join({ userId: 1, socketId: 's1', sessionToken: 't1', economy: 'free' });
|
||||
expect(result.success).toBe(true);
|
||||
expect(q.length('free')).toBe(1);
|
||||
delete process.env.MATCH_ENABLED;
|
||||
});
|
||||
|
||||
test('credits join deducts credits atomically', async () => {
|
||||
process.env.MATCH_ENABLED = 'true';
|
||||
process.env.MATCH_CREDITS_COST = '5';
|
||||
const db = makeDb();
|
||||
const q = new MatchQueue({ db });
|
||||
const result = await q.join({ userId: 1, socketId: 's1', sessionToken: 't1', economy: 'credits_prestige' });
|
||||
expect(result.success).toBe(true);
|
||||
expect(q.length('credits_prestige')).toBe(1);
|
||||
// Transaction captured in the stub client. We just verify join succeeded.
|
||||
delete process.env.MATCH_ENABLED;
|
||||
delete process.env.MATCH_CREDITS_COST;
|
||||
});
|
||||
|
||||
test('drain requires at least two queued players', async () => {
|
||||
process.env.MATCH_ENABLED = 'true';
|
||||
const db = makeDb();
|
||||
const q = new MatchQueue({ db });
|
||||
await q.join({ userId: 1, socketId: 's1', sessionToken: 't1', economy: 'free' });
|
||||
const drain = await q.drain('free', 4);
|
||||
expect(drain).toBeNull();
|
||||
expect(q.length('free')).toBe(1);
|
||||
delete process.env.MATCH_ENABLED;
|
||||
});
|
||||
|
||||
test('drain returns two+ players and clears memory queue', async () => {
|
||||
process.env.MATCH_ENABLED = 'true';
|
||||
const db = makeDb();
|
||||
const q = new MatchQueue({ db });
|
||||
await q.join({ userId: 1, socketId: 's1', sessionToken: 't1', economy: 'free' });
|
||||
await q.join({ userId: 2, socketId: 's2', sessionToken: 't2', economy: 'free' });
|
||||
const drain = await q.drain('free', 4);
|
||||
expect(drain).toBeTruthy();
|
||||
expect(drain.entries.length).toBe(2);
|
||||
expect(q.length('free')).toBe(0);
|
||||
delete process.env.MATCH_ENABLED;
|
||||
});
|
||||
|
||||
test('leave refunds credits and removes from queue', async () => {
|
||||
process.env.MATCH_ENABLED = 'true';
|
||||
process.env.MATCH_CREDITS_COST = '3';
|
||||
const db = makeDb();
|
||||
const q = new MatchQueue({ db });
|
||||
await q.join({ userId: 1, socketId: 's1', sessionToken: 't1', economy: 'credits_prestige' });
|
||||
const leave = await q.leave(1, 'credits_prestige');
|
||||
expect(leave.success).toBe(true);
|
||||
expect(q.length('credits_prestige')).toBe(0);
|
||||
delete process.env.MATCH_ENABLED;
|
||||
delete process.env.MATCH_CREDITS_COST;
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,28 @@
|
||||
const MatchRoom = require('../src/multiplayer/MatchRoom');
|
||||
|
||||
describe('MatchRoom reconnect safety', () => {
|
||||
test('disconnect grace does not remove player state', () => {
|
||||
const room = new MatchRoom({
|
||||
entrants: { a: { userId: 1 }, b: { userId: 2 } },
|
||||
seed: '0000000000000000000000000000000000000000000000000000000000000000'
|
||||
});
|
||||
room.start();
|
||||
expect(room.playerStates.get('a').alive).toBe(true);
|
||||
// Simulate a forfeit / AFK kill.
|
||||
room._killPlayer('a', 'afk');
|
||||
expect(room.playerStates.get('a').alive).toBe(false);
|
||||
expect(room.activePlayerCount).toBe(1);
|
||||
});
|
||||
|
||||
test('all players dying ends match', () => {
|
||||
const room = new MatchRoom({
|
||||
entrants: { a: { userId: 1 }, b: { userId: 2 } },
|
||||
seed: '0000000000000000000000000000000000000000000000000000000000000000'
|
||||
});
|
||||
room.start();
|
||||
room._killPlayer('a', 'monster');
|
||||
room._killPlayer('b', 'monster');
|
||||
expect(room.status).toBe('finished');
|
||||
expect(room.endReason).toBe('all_dead');
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,301 @@
|
||||
const MatchRoom = require('../src/multiplayer/MatchRoom');
|
||||
const MatchEngine = require('../src/multiplayer/MatchEngine');
|
||||
const MatchState = require('../src/multiplayer/MatchState');
|
||||
|
||||
describe('MatchRoom', () => {
|
||||
function makeRoom(opts = {}) {
|
||||
return new MatchRoom({
|
||||
entrants: {
|
||||
a: { userId: 1, name: 'A' },
|
||||
b: { userId: 2, name: 'B' }
|
||||
},
|
||||
difficultyPreset: 'race',
|
||||
seed: '0000000000000000000000000000000000000000000000000000000000000000',
|
||||
...opts
|
||||
});
|
||||
}
|
||||
|
||||
describe('construction', () => {
|
||||
test('generates a provably-fair seed hash', () => {
|
||||
const room = makeRoom();
|
||||
expect(room.seed).toHaveLength(64);
|
||||
expect(room.seedHash).toHaveLength(64);
|
||||
expect(room.seedHash).not.toEqual(room.seed);
|
||||
});
|
||||
|
||||
test('places all entrants at the entrance', () => {
|
||||
const room = makeRoom();
|
||||
expect(room.occupants.size).toBe(2);
|
||||
const [e1, e2] = Array.from(room.occupants.values());
|
||||
expect(e1.x).toBe(room.dungeon.entrance[0]);
|
||||
expect(e1.y).toBe(room.dungeon.entrance[1]);
|
||||
});
|
||||
|
||||
test('creates one shared monster', () => {
|
||||
const room = makeRoom();
|
||||
expect(room.monster).toBeTruthy();
|
||||
expect(typeof room.monster.x).toBe('number');
|
||||
});
|
||||
|
||||
test('starts in starting status', () => {
|
||||
const room = makeRoom();
|
||||
expect(room.status).toBe('starting');
|
||||
});
|
||||
});
|
||||
|
||||
describe('movement', () => {
|
||||
test('single player moves one tile', () => {
|
||||
const room = makeRoom();
|
||||
room.start();
|
||||
const occ = room.occupants.get('a');
|
||||
const { x, y } = occ;
|
||||
room.queueMove('a', 1, 0);
|
||||
const result = room.resolveTick();
|
||||
expect(result.events.some(e => e.type === 'move' && e.id === 'a')).toBe(true);
|
||||
expect(occ.x).toBe(x + 1);
|
||||
expect(occ.y).toBe(y);
|
||||
});
|
||||
|
||||
test('wall blocks movement', () => {
|
||||
const room = makeRoom();
|
||||
room.start();
|
||||
const occ = room.occupants.get('a');
|
||||
|
||||
// Find any wall tile and an adjacent walkable tile, then move toward the wall.
|
||||
let wallX = -1, wallY = -1, fromX = -1, fromY = -1;
|
||||
for (let y = 0; y < room.rows && wallX < 0; y++) {
|
||||
for (let x = 0; x < room.cols && wallX < 0; x++) {
|
||||
if (!room.isWalkable(x, y)) {
|
||||
const neighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]];
|
||||
for (const [dx, dy] of neighbors) {
|
||||
const nx = x + dx, ny = y + dy;
|
||||
if (room.isWalkable(nx, ny)) {
|
||||
wallX = x; wallY = y;
|
||||
fromX = nx; fromY = ny;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
expect(wallX).toBeGreaterThanOrEqual(0);
|
||||
|
||||
occ.moveTo(fromX, fromY);
|
||||
const dx = Math.sign(wallX - fromX);
|
||||
const dy = Math.sign(wallY - fromY);
|
||||
room.queueMove('a', dx, dy);
|
||||
const result = room.resolveTick();
|
||||
expect(result.events.some(e => e.type === 'move_failed' && e.id === 'a' && e.reason === 'blocked')).toBe(true);
|
||||
expect(occ.x).toBe(fromX);
|
||||
expect(occ.y).toBe(fromY);
|
||||
});
|
||||
|
||||
test('players moving into the same tile bounce', () => {
|
||||
const room = makeRoom();
|
||||
room.start();
|
||||
const a = room.occupants.get('a');
|
||||
const b = room.occupants.get('b');
|
||||
// Force a simple setup: A at (2,2), B at (2,4), both walk to (2,3).
|
||||
a.moveTo(2, 2);
|
||||
b.moveTo(2, 4);
|
||||
room.walkable[2][3] = true;
|
||||
room.walkable[2][2] = true;
|
||||
room.walkable[2][4] = true;
|
||||
|
||||
room.queueMove('a', 0, 1);
|
||||
room.queueMove('b', 0, -1);
|
||||
const result = room.resolveTick();
|
||||
expect(result.events.filter(e => e.type === 'move_failed' && (e.id === 'a' || e.id === 'b')).length).toBeGreaterThanOrEqual(2);
|
||||
expect(a.y).toBe(2);
|
||||
expect(b.y).toBe(4);
|
||||
});
|
||||
|
||||
test('players swapping tiles bounce (no ghosting through)', () => {
|
||||
const room = makeRoom();
|
||||
room.start();
|
||||
const a = room.occupants.get('a');
|
||||
const b = room.occupants.get('b');
|
||||
a.moveTo(2, 2);
|
||||
b.moveTo(2, 3);
|
||||
room.walkable[2][2] = true;
|
||||
room.walkable[2][3] = true;
|
||||
|
||||
room.queueMove('a', 0, 1);
|
||||
room.queueMove('b', 0, -1);
|
||||
room.resolveTick();
|
||||
expect(a.y).toBe(2);
|
||||
expect(b.y).toBe(3);
|
||||
});
|
||||
});
|
||||
|
||||
describe('treasure and exits', () => {
|
||||
test('player picking treasure marks them as carrier', () => {
|
||||
const room = makeRoom();
|
||||
room.start();
|
||||
const a = room.occupants.get('a');
|
||||
room.treasure = { x: a.x + 1, y: a.y, carrierId: null };
|
||||
room.walkable[a.y][a.x + 1] = true;
|
||||
room.queueMove('a', 1, 0);
|
||||
const result = room.resolveTick();
|
||||
expect(result.events.some(e => e.type === 'treasure_pickup' && e.id === 'a')).toBe(true);
|
||||
expect(room.playerStates.get('a').hasTreasure).toBe(true);
|
||||
});
|
||||
|
||||
test('reaching exit finishes the match', () => {
|
||||
const room = makeRoom();
|
||||
room.start();
|
||||
const a = room.occupants.get('a');
|
||||
const [ex, ey] = room.dungeon.exit;
|
||||
a.moveTo(ex - 1, ey);
|
||||
room.walkable[ey][ex] = true;
|
||||
room.walkable[ey][ex - 1] = true;
|
||||
|
||||
room.queueMove('a', 1, 0);
|
||||
const result = room.resolveTick();
|
||||
expect(result.finished).toBe(true);
|
||||
expect(room.status).toBe('finished');
|
||||
expect(room.winnerId).toBe('a');
|
||||
expect(result.events.some(e => e.type === 'player_exit' && e.id === 'a')).toBe(true);
|
||||
});
|
||||
|
||||
test('treasure drops at corpse when carrier dies', () => {
|
||||
const room = makeRoom();
|
||||
room.start();
|
||||
const a = room.occupants.get('a');
|
||||
room.treasure = { x: a.x + 1, y: a.y, carrierId: null };
|
||||
room.walkable[a.y][a.x + 1] = true;
|
||||
room.queueMove('a', 1, 0);
|
||||
room.resolveTick();
|
||||
expect(room.playerStates.get('a').hasTreasure).toBe(true);
|
||||
|
||||
// Kill the player by moving monster onto them.
|
||||
room.monster.moveTo(a.x, a.y);
|
||||
const result = room.resolveTick();
|
||||
expect(room.playerStates.get('a').alive).toBe(false);
|
||||
expect(room.treasure.carrierId).toBeNull();
|
||||
expect(room.treasure.x).toBe(a.x);
|
||||
expect(room.treasure.y).toBe(a.y);
|
||||
});
|
||||
});
|
||||
|
||||
describe('monster', () => {
|
||||
test('monster kills player who moves onto it', () => {
|
||||
const room = makeRoom();
|
||||
room.start();
|
||||
const a = room.occupants.get('a');
|
||||
// Put monster adjacent and player walks onto it.
|
||||
const mx = a.x + 1;
|
||||
const my = a.y;
|
||||
room.monster.moveTo(mx, my);
|
||||
room.walkable[my][mx] = true;
|
||||
|
||||
room.queueMove('a', 1, 0);
|
||||
const result = room.resolveTick();
|
||||
expect(room.playerStates.get('a').alive).toBe(false);
|
||||
expect(result.events.some(e => e.type === 'player_death')).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('expiration / rankings', () => {
|
||||
test('expired match ranks living players by proximity to exit', () => {
|
||||
const room = makeRoom();
|
||||
room.start();
|
||||
const a = room.occupants.get('a');
|
||||
const b = room.occupants.get('b');
|
||||
const [ex, ey] = room.dungeon.exit;
|
||||
a.moveTo(ex - 1, ey); // closer
|
||||
b.moveTo(ex - 5, ey); // farther
|
||||
room.walkable[ey][ex - 1] = true;
|
||||
room.walkable[ey][ex - 5] = true;
|
||||
|
||||
room.expire('hard_ceiling');
|
||||
room.finalize();
|
||||
expect(room.winnerId).toBe('a');
|
||||
expect(room.playerStates.get('a').placement).toBe(1);
|
||||
expect(room.playerStates.get('b').placement).toBe(2);
|
||||
});
|
||||
|
||||
test('all dead without escape ends match', () => {
|
||||
const room = makeRoom();
|
||||
room.start();
|
||||
for (const id of room.playerStates.keys()) {
|
||||
room._killPlayer(id, 'monster');
|
||||
}
|
||||
expect(room.status).toBe('finished');
|
||||
expect(room.endReason).toBe('all_dead');
|
||||
});
|
||||
});
|
||||
|
||||
describe('serialization', () => {
|
||||
test('toGameState includes players, monster, treasure, exit', () => {
|
||||
const room = makeRoom();
|
||||
room.start();
|
||||
const state = room.toGameState('a');
|
||||
expect(state.players.length).toBe(2);
|
||||
expect(state.players.find(p => p.id === 'a').you).toBe(true);
|
||||
expect(state.monster).toBeTruthy();
|
||||
expect(state.exit).toEqual(room.dungeon.exit);
|
||||
});
|
||||
|
||||
test('MatchState serializes entrants for persistence', () => {
|
||||
const room = makeRoom();
|
||||
room.start();
|
||||
room.queueMove('a', 1, 0);
|
||||
room.resolveTick();
|
||||
room.expire('hard_ceiling');
|
||||
room.finalize();
|
||||
const rows = MatchState.toEntrantRows(room);
|
||||
expect(rows.length).toBe(2);
|
||||
expect(rows[0]).toHaveProperty('match_id', room.id);
|
||||
expect(rows[0]).toHaveProperty('placement');
|
||||
expect(rows[0]).toHaveProperty('score');
|
||||
});
|
||||
});
|
||||
|
||||
describe('determinism', () => {
|
||||
test('same seed produces identical dungeon and initial state', () => {
|
||||
const r1 = makeRoom();
|
||||
const r2 = makeRoom();
|
||||
expect(r1.dungeon.entrance).toEqual(r2.dungeon.entrance);
|
||||
expect(r1.dungeon.exit).toEqual(r2.dungeon.exit);
|
||||
expect(r1.seedHash).toEqual(r2.seedHash);
|
||||
expect(r1.monster.x).toBe(r2.monster.x);
|
||||
expect(r1.monster.y).toBe(r2.monster.y);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('MatchEngine', () => {
|
||||
test('starts the room and ticks', () => {
|
||||
const room = new MatchRoom({
|
||||
entrants: { a: { userId: 1, name: 'A' } },
|
||||
seed: '0000000000000000000000000000000000000000000000000000000000000000'
|
||||
});
|
||||
const engine = new MatchEngine({ room, tickMs: 1000 });
|
||||
expect(engine.start()).toBe(true);
|
||||
expect(room.status).toBe('active');
|
||||
engine.stop();
|
||||
});
|
||||
|
||||
test('onFinish fires when room finishes', () => {
|
||||
const room = new MatchRoom({
|
||||
entrants: { a: { userId: 1, name: 'A' } },
|
||||
seed: '0000000000000000000000000000000000000000000000000000000000000000'
|
||||
});
|
||||
const finish = jest.fn();
|
||||
const engine = new MatchEngine({ room, onFinish: finish });
|
||||
engine.start();
|
||||
|
||||
// Walk to exit.
|
||||
const a = room.occupants.get('a');
|
||||
const [ex, ey] = room.dungeon.exit;
|
||||
a.moveTo(ex - 1, ey);
|
||||
room.walkable[ey][ex] = true;
|
||||
room.walkable[ey][ex - 1] = true;
|
||||
room.queueMove('a', 1, 0);
|
||||
engine.tick();
|
||||
|
||||
expect(finish).toHaveBeenCalledWith(room);
|
||||
engine.stop();
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,92 @@
|
||||
const MatchScheduler = require('../src/network/matchScheduler');
|
||||
const MatchQueue = require('../src/network/matchQueue');
|
||||
|
||||
describe('MatchScheduler', () => {
|
||||
function makeQueue() {
|
||||
const entries = [];
|
||||
let nextId = 1;
|
||||
return {
|
||||
entries,
|
||||
async join(e) {
|
||||
e.queueEntryId = nextId++;
|
||||
this.entries.push(e);
|
||||
return { success: true };
|
||||
},
|
||||
async drain(economy, max) {
|
||||
const filtered = this.entries.filter(e => e.economy === economy);
|
||||
if (filtered.length < 2) return null;
|
||||
const count = Math.min(max, filtered.length);
|
||||
const drained = filtered.slice(0, count);
|
||||
this.entries = this.entries.filter(e => !drained.includes(e));
|
||||
return { entries: drained };
|
||||
},
|
||||
length(economy) { return this.entries.length; }
|
||||
};
|
||||
}
|
||||
|
||||
function makeManager() {
|
||||
const attached = [];
|
||||
return {
|
||||
attached,
|
||||
db: null,
|
||||
attach(room, entrants, opts) {
|
||||
this.attached.push({ room, entrants, opts });
|
||||
},
|
||||
setEngine(id, engine) {},
|
||||
onTick() {},
|
||||
onFinish() {}
|
||||
};
|
||||
}
|
||||
|
||||
test('does nothing when disabled', async () => {
|
||||
process.env.MATCH_ENABLED = 'false';
|
||||
const queue = makeQueue();
|
||||
const manager = makeManager();
|
||||
const scheduler = new MatchScheduler({ matchQueue: queue, matchManager: manager });
|
||||
await scheduler.onBlock(100);
|
||||
expect(manager.attached.length).toBe(0);
|
||||
delete process.env.MATCH_ENABLED;
|
||||
});
|
||||
|
||||
test('does nothing when fewer than 2 players are queued', async () => {
|
||||
process.env.MATCH_ENABLED = 'true';
|
||||
const queue = makeQueue();
|
||||
const manager = makeManager();
|
||||
const scheduler = new MatchScheduler({ matchQueue: queue, matchManager: manager });
|
||||
await queue.join({ userId: 1, socketId: 's1', sessionToken: 't1', economy: 'free' });
|
||||
await scheduler.onBlock(100);
|
||||
expect(manager.attached.length).toBe(0);
|
||||
expect(queue.length('free')).toBe(1);
|
||||
delete process.env.MATCH_ENABLED;
|
||||
});
|
||||
|
||||
test('drains free queue into a match when 2+ players queued', async () => {
|
||||
process.env.MATCH_ENABLED = 'true';
|
||||
const queue = makeQueue();
|
||||
const manager = makeManager();
|
||||
const scheduler = new MatchScheduler({ matchQueue: queue, matchManager: manager });
|
||||
await queue.join({ userId: 1, socketId: 's1', sessionToken: 't1', economy: 'free' });
|
||||
await queue.join({ userId: 2, socketId: 's2', sessionToken: 't2', economy: 'free' });
|
||||
await scheduler.onBlock(100);
|
||||
expect(manager.attached.length).toBe(1);
|
||||
const { room, entrants } = manager.attached[0];
|
||||
expect(room.economy).toBe('free');
|
||||
expect(entrants.length).toBe(2);
|
||||
expect(queue.length('free')).toBe(0);
|
||||
delete process.env.MATCH_ENABLED;
|
||||
});
|
||||
|
||||
test('starts the match engine after attach', async () => {
|
||||
process.env.MATCH_ENABLED = 'true';
|
||||
const queue = makeQueue();
|
||||
const manager = makeManager();
|
||||
const scheduler = new MatchScheduler({ matchQueue: queue, matchManager: manager, tickMs: 100 });
|
||||
await queue.join({ userId: 1, socketId: 's1', sessionToken: 't1', economy: 'free' });
|
||||
await queue.join({ userId: 2, socketId: 's2', sessionToken: 't2', economy: 'free' });
|
||||
await scheduler.onBlock(100);
|
||||
const { room } = manager.attached[0];
|
||||
// Engine exists and was started via attach (the actual engine lives in scheduler internals).
|
||||
expect(room.status).toBe('active');
|
||||
delete process.env.MATCH_ENABLED;
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,68 @@
|
||||
const TavernMatchBridge = require('../src/network/tavernMatchBridge');
|
||||
|
||||
describe('TavernMatchBridge', () => {
|
||||
function makeManager() {
|
||||
const rooms = new Map();
|
||||
return {
|
||||
rooms,
|
||||
onTick: jest.fn(),
|
||||
onFinish: jest.fn()
|
||||
};
|
||||
}
|
||||
|
||||
function makeBridge({ rooms = [], io = null } = {}) {
|
||||
const manager = makeManager();
|
||||
for (const r of rooms) manager.rooms.set(r.id, r);
|
||||
const emitted = [];
|
||||
const bridge = new TavernMatchBridge({
|
||||
matchManager: manager,
|
||||
io: io || { to: () => ({ emit: (e, p) => emitted.push({ e, p }) }) },
|
||||
debugManager: null
|
||||
});
|
||||
bridge.enabled = true;
|
||||
return { bridge, manager, emitted };
|
||||
}
|
||||
|
||||
function makeRoom(id = 'm1') {
|
||||
return {
|
||||
id,
|
||||
economy: 'free',
|
||||
tickCount: 5,
|
||||
status: 'active',
|
||||
occupants: new Map([['a', { id: 'a', x: 1, y: 2, name: 'A', avatar: 'default', facing: 'down' }]]),
|
||||
playerStates: new Map([['a', { alive: true, finished: false, escaped: false, hasTreasure: false, placement: null }]]),
|
||||
monster: { x: 3, y: 4 },
|
||||
treasure: null,
|
||||
dungeon: { exit: [10, 10] },
|
||||
winnerId: null,
|
||||
seedHash: 'deadbeef'
|
||||
};
|
||||
}
|
||||
|
||||
test('forwards public match tick to tavern room', () => {
|
||||
const room = makeRoom('m1');
|
||||
const { bridge, manager, emitted } = makeBridge({ rooms: [room] });
|
||||
bridge.initialize();
|
||||
manager.onTick('m1', { tick: 5, events: [] });
|
||||
expect(emitted.some(e => e.e === 'tavern_match_tick' && e.p.matchId === 'm1')).toBe(true);
|
||||
});
|
||||
|
||||
test('forwards match end to tavern room', async () => {
|
||||
const room = makeRoom('m2');
|
||||
room.status = 'finished';
|
||||
room.winnerId = 'a';
|
||||
const { bridge, manager, emitted } = makeBridge({ rooms: [room] });
|
||||
bridge.initialize();
|
||||
await manager.onFinish(room);
|
||||
expect(emitted.some(e => e.e === 'tavern_match_end' && e.p.matchId === 'm2')).toBe(true);
|
||||
});
|
||||
|
||||
test('getActiveMatches returns public snapshots', () => {
|
||||
const room = makeRoom('m3');
|
||||
const { bridge } = makeBridge({ rooms: [room] });
|
||||
const list = bridge.getActiveMatches();
|
||||
expect(list.length).toBe(1);
|
||||
expect(list[0].matchId).toBe('m3');
|
||||
expect(list[0].players.length).toBe(1);
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user