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https://github.com/Such-Software/wownerogue.git
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refactor: unify identity resolution on stable user_id (anon_token)
There were two identity systems: SessionManager keyed on the stable, UNIQUE anon_token, and getOrCreateUser keyed on the mutable, non-unique socket_id. The latter could create a duplicate "orphan" user row (or resolve the wrong row) when the socket_id lookup raced the session's socket_id update — desyncing credits and payouts between the two rows for one human. - getOrCreateUser now resolves through SessionManager's stable identity first (anon_token -> users.id), re-selecting a fresh row by stable id, and only falls back to the legacy socket_id lookup when no session exists. The last-resort create now warns, since it indicates a missing session. - gameModeManager.sessionManager is wired in SocketHandlers so the session-first path is active in production. - anon_token is already UNIQUE (migration 003), so the stable-identity constraint already exists; no new migration needed. Re-keying the in-memory activeGames map by user_id is deferred (invasive; already mitigated by stamping dbUserId on the game in the disconnect fix). Adds identityResolution.test.js proving no duplicate row is created when a session exists. Full suite: 17 suites / 136 tests.
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@@ -33,7 +33,7 @@ Key: `S` ≤ half day · `M` ~1–3 days · `L` ~1 week+ · 🔴 launch-blocker
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- [x] **1.6 S — `credits` → BIGINT; idempotent 010; atomic migration runner.** ✅ Migration 018 widens `users.credits` + `credit_transactions.amount/balance_after` to BIGINT. Migration 010 rewritten with conname-guarded `DO` blocks (re-runnable, no startup wedge). Runner now applies each migration **and** records the ledger row in one transaction (no applied-but-unrecorded state). Verified end-to-end: all 18 migrations applied cleanly to a throwaway Postgres DB, re-run skipped via the ledger, `credits` confirmed `bigint`, all CHECKs present.
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## Phase 2 — Identity, abuse & concurrency (🟠)
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- [ ] **2.1 L — Unify identity on `user_id`.** One `IdentityService.resolve(socket)`; kill `getOrCreateUser(socketId)` keying (`gameModeManager.js:926`); key `activeGames` by `user_id`.
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- [x] **2.1 L — Unify identity resolution on stable `user_id`.** ✅ `getOrCreateUser` now resolves through SessionManager's stable `anon_token`→`id` identity first (re-selecting a fresh row by stable id), falling back to the legacy `socket_id` lookup only when no session exists — eliminating the duplicate "orphan" user row that caused credit/payout desync. `gameModeManager.sessionManager` wired in SocketHandlers. `anon_token` is already `UNIQUE` (migration 003), so the stable-identity constraint exists. New `identityResolution.test.js` proves no duplicate row is created when a session exists. _Deferred: re-keying the in-memory `activeGames` map by `user_id` (invasive; already mitigated in 0.5 by stamping `dbUserId` on the game) — tracked as a follow-up._
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- [ ] **2.2 M — Reconnect-proof rate limiting.** Key on `user_id`/IP; IP-limit chat; set `trust proxy`; de-dup limit configs (`src/network/rateLimiter.js:80`).
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- [ ] **2.3 M — Input validation + leak fixes.** Validate socket payloads (`connectionHandler.js:90`); TTL-evict `mempoolNotified` (`socketHandlers.js:223`); evict `sessions` on disconnect; wire all `dispose()` into `shutdown()`; snapshot in `checkGamesTimeout` (`socketHandlers.js:1012`).
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+39
-10
@@ -950,34 +950,63 @@ class GameModeManager {
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/**
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* Get or create user record
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*/
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/**
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* Resolve the database user for a socket.
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*
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* IDENTITY (Phase 2.1): The stable identity is `users.id`, established from the
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* client's `anon_token` by SessionManager at connection time. This method resolves
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* through that session identity FIRST, so every money/credit/payout path operates on
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* the same stable row. It only falls back to the legacy `socket_id` lookup-or-create
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* when no session exists (e.g. SessionManager not wired, or a REST call for a socket
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* with no live session) — `socket_id` is mutable and non-unique and must never be the
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* primary money key.
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*/
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async getOrCreateUser(socketId, ipAddress = null) {
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try {
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// Try to find existing user
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// 1. Prefer the stable identity established by SessionManager (anon_token -> id).
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if (this.sessionManager && typeof this.sessionManager.getBySocket === 'function') {
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try {
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const sessionUser = await this.sessionManager.getBySocket(socketId);
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if (sessionUser && sessionUser.id != null) {
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// Return a FRESH row by stable id (the cached session row may be stale).
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const fresh = await this.db.query(`SELECT * FROM users WHERE id = $1`, [sessionUser.id]);
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if (fresh.rows.length > 0) {
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await this.db.query(`UPDATE users SET last_active = NOW() WHERE id = $1`, [fresh.rows[0].id]);
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return fresh.rows[0];
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}
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}
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} catch (sessErr) {
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// Fall through to legacy resolution on any session-lookup error.
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}
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}
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// 2. Legacy fallback: look up by socket_id.
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let userResult = await this.db.query(`
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SELECT * FROM users WHERE socket_id = $1
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`, [socketId]);
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if (userResult.rows.length > 0) {
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// Update last active
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await this.db.query(`
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UPDATE users
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UPDATE users
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SET last_active = NOW()
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WHERE id = $1
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`, [userResult.rows[0].id]);
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return userResult.rows[0];
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}
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// Create new user
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// 3. Last resort: create a new user. This only fires when no session was
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// established for the socket (abnormal in normal flow, since every connection
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// creates a session) — log it so orphan-row creation is visible.
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userResult = await this.db.query(`
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INSERT INTO users (socket_id, ip_address)
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VALUES ($1, $2)
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RETURNING *
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`, [socketId, ipAddress]);
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console.log(`👤 Created new user: ${socketId}`);
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console.warn(`👤 Created new user without a session (socket ${socketId}) — no anon_token identity resolved.`);
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return userResult.rows[0];
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} catch (error) {
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const normalized = normalizeError(error, 'Failed to load user');
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console.error('❌ Error getting/creating user:', normalized.message);
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@@ -67,6 +67,9 @@ class SocketHandlers {
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debugManager: this.debugManager,
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gameModeManager: this.gameModeManager
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});
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// IDENTITY (Phase 2.1): give GameModeManager the session manager so getOrCreateUser
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// resolves through the stable anon_token identity instead of the mutable socket_id.
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this.gameModeManager.sessionManager = this.sessionManager;
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// Initialize cleanup timers
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this.sessionManager.initialize().catch(err => {
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console.error('Failed to initialize SessionManager:', err);
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@@ -0,0 +1,67 @@
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/**
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* Identity resolution tests (Phase 2.1).
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*
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* getOrCreateUser must resolve through the stable anon_token identity (via SessionManager)
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* rather than the mutable, non-unique socket_id — and must NOT create a duplicate "orphan"
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* user row when a session already exists.
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*/
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const GameModeManager = require('../src/game/gameModeManager');
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const createMockPaymentConfig = () => ({
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getConfig: () => ({
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paymentsEnabled: true,
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currency: { symbol: 'WOW', decimals: 11 },
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modes: {
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direct: { enabled: true, price: 100000000000n },
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credits: { enabled: true, creditsPerGame: 1, packages: [{ id: 'small', credits: 10, price: '500000000000', bonus: 0 }] }
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},
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payouts: { rules: { direct: { enabled: true, multipliers: { escape: 2, escapeWithTreasure: 3 } }, credits: { enabled: false, multipliers: { escape: 1.5, escapeWithTreasure: 2 }, baseValue: 50000000000n } } },
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preferences: { preferCreditsFirst: true },
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earlyEntry: { enabled: false }
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}),
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getLegacyGameMode: () => 'PAID_SINGLE',
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eventBus: { on: () => {} }
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});
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function buildGmm() {
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const calls = { byId: 0, bySocketSelect: 0, insert: 0 };
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const db = {
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query: jest.fn(async (text, params = []) => {
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if (/SELECT \* FROM users WHERE id = \$1/i.test(text)) { calls.byId++; return { rows: [{ id: params[0], credits: 5, socket_id: 'sockNEW' }] }; }
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if (/UPDATE users SET last_active/i.test(text)) return { rows: [] };
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if (/SELECT \* FROM users WHERE socket_id = \$1/i.test(text)) { calls.bySocketSelect++; return { rows: [] }; }
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if (/INSERT INTO users/i.test(text)) { calls.insert++; return { rows: [{ id: 99, socket_id: params[0] }] }; }
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return { rows: [] };
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})
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};
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const gmm = new GameModeManager(db, { processPayout: jest.fn() }, { CONSOLE_LOGGING: false, getCurrentBlockHeight: () => 1 }, createMockPaymentConfig());
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return { gmm, db, calls };
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}
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describe('getOrCreateUser identity resolution', () => {
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test('resolves through the session stable id and does not create a duplicate', async () => {
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const { gmm, calls } = buildGmm();
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// Session resolves the socket to stable user id 1 (cache populated at connect).
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gmm.sessionManager = { getBySocket: jest.fn().mockResolvedValue({ id: 1 }) };
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const user = await gmm.getOrCreateUser('sockNEW');
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expect(user.id).toBe(1);
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expect(gmm.sessionManager.getBySocket).toHaveBeenCalledWith('sockNEW');
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expect(calls.byId).toBe(1); // resolved by stable id
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expect(calls.insert).toBe(0); // NO duplicate orphan row created
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expect(calls.bySocketSelect).toBe(0); // did not fall back to socket_id lookup
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});
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test('falls back to socket_id lookup when no session manager is wired', async () => {
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const { gmm, calls } = buildGmm();
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// No gmm.sessionManager (legacy path).
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const user = await gmm.getOrCreateUser('sockLEGACY');
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expect(calls.bySocketSelect).toBe(1); // used socket_id lookup
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// socket_id lookup returned no rows in this mock -> created as last resort
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expect(calls.insert).toBe(1);
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expect(user.id).toBe(99);
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});
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});
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