fix: resolve security/correctness review + AAA graphics pass

Backend (Tier 0/1/3): single-payout double-pay -> needs_review; admin-retry tx_hash guard; UNIQUE index on games.payment_id (migration 023) + atomic claim; reconnect no longer resets block-timeout; completeGame keys on user_id+dungeon_seed (not socket_id); token-gated /api/user/:socketId/* endpoints; payout min/max enforcement; orphaned-active-game boot recovery; sessionManager cleanup FK fix; XFF rightmost-hop; global uncaughtException/unhandledRejection guard; server binds 127.0.0.1; provably-fair client-seed (HMAC) + RNG [0,1) bound; difficulty preset ranges reach the digger; chat no longer leaks full socket.id; removed dangerous-keyword SQL theater.

Match mode (Tier 2, still MATCH_ENABLED-gated): fixed match_queue/match_move crash paths + scheduler dead-code + leaked ceiling timer; pot collected before start with abort+refund; BigInt/basis-point fee math, capped payout; no-address winner claimable; winnerId==placement[0]; finalize schema + payout-first isolation; reconnect re-key with ownership; refunds on all cancel paths; real countdown; map/timer cleanup. +16 tests.

Graphics: new overlay FX layer (torch light, vignette, embers, sparkle/burst/flash/shake, self-suspending rAF); gameplay juice; atmospheric screens; CSS design-token chrome with framed modals; richer Kenney tile renderer; imported Kenney dungeon/interior sheets + fx particles.

Verification: 45 suites / 312 tests pass; 40 changed JS files parse; 20 server modules load clean; no regressions.
This commit is contained in:
jwinterm
2026-07-09 17:46:58 -04:00
parent 0f68eec26b
commit a62eefb47b
48 changed files with 3964 additions and 623 deletions
-30
View File
@@ -11,13 +11,6 @@ const path = require('path');
* Query validator to detect potential SQL injection
*/
class QueryValidator {
constructor() {
this.dangerousKeywords = [
'DROP', 'DELETE', 'TRUNCATE', 'ALTER', 'CREATE', 'REPLACE',
'EXEC', 'EXECUTE', 'SCRIPT', '--', '/*', '*/', 'XP_', 'SP_'
];
}
isSafe(text, params) {
// Check if using parameterized query properly
// Count unique placeholders ($1, $2, etc.) — PostgreSQL allows reusing $1 multiple times
@@ -29,29 +22,6 @@ class QueryValidator {
return false;
}
// Check for dangerous patterns in the query text itself
for (const keyword of this.dangerousKeywords) {
// Use regex to avoid false positives (e.g., "DESCRIPTION" containing "SCRIPT")
// Alphanumeric keywords use word boundaries; others use literal match
let regex;
if (/^[A-Z0-9_]+$/i.test(keyword)) {
regex = new RegExp(`\\b${keyword}\\b`, 'i');
} else {
// Escape special characters for literal match
const escaped = keyword.replace(/[.*+?^${}()|[\]\\]/g, '\\$&');
regex = new RegExp(escaped, 'i');
}
if (regex.test(text)) {
// Allow legitimate DDL in migrations only
const stack = new Error().stack;
if (!stack.includes('migrations')) {
console.warn(`⚠️ Potentially dangerous keyword "${keyword}" in query`);
// Log but don't block - some keywords might be legitimate
}
}
}
return true;
}
+23 -8
View File
@@ -110,13 +110,24 @@ class DungeonGenerator {
}
static generate(width, height, options = {}) {
// G4: resolve the difficulty-preset overrides so the digger and treasure
// placement honour them (getConfig applies preset + env-var overrides on top
// of DUNGEON_CONFIGS). These become defaults that explicit `options` can override.
const presetConfig = this.getConfig(options.cryptoType || null);
const defaultOptions = {
floorVariation: DUNGEON_CONFIGS.FLOOR_VARIATION,
torchEnabled: DUNGEON_CONFIGS.TORCH_ENABLED,
torchDensity: DUNGEON_CONFIGS.TORCH_DENSITY,
primaryFloor: DUNGEON_CONFIGS.PRIMARY_FLOOR,
secondaryFloor: DUNGEON_CONFIGS.SECONDARY_FLOOR,
torchTile: DUNGEON_CONFIGS.TORCH_TILE
torchTile: DUNGEON_CONFIGS.TORCH_TILE,
// Preset-derived digger parameters (difficulty overrides)
roomWidthRange: presetConfig.ROOM_WIDTH_RANGE,
roomHeightRange: presetConfig.ROOM_HEIGHT_RANGE,
corridorLengthRange: presetConfig.CORRIDOR_LENGTH_RANGE,
dugPercentage: presetConfig.DUG_PERCENTAGE,
// Preset-derived treasure room placement ratio
roomPositionRatio: presetConfig.difficulty.treasure.roomPositionRatio
};
const config = { ...defaultOptions, ...options };
@@ -160,12 +171,14 @@ class DungeonGenerator {
ROT.RNG.setSeed(seedInt);
}
// Create dungeon using ROT.js Map.Digger
// Create dungeon using ROT.js Map.Digger.
// G4: honour the difficulty-preset overrides carried on config (falling back to
// the module constants) instead of always using DUNGEON_CONFIGS.
const digger = new ROT.Map.Digger(width, height, {
roomWidth: DUNGEON_CONFIGS.ROOM_WIDTH_RANGE,
roomHeight: DUNGEON_CONFIGS.ROOM_HEIGHT_RANGE,
corridorLength: DUNGEON_CONFIGS.CORRIDOR_LENGTH_RANGE,
dugPercentage: DUNGEON_CONFIGS.DUG_PERCENTAGE
roomWidth: config.roomWidthRange || DUNGEON_CONFIGS.ROOM_WIDTH_RANGE,
roomHeight: config.roomHeightRange || DUNGEON_CONFIGS.ROOM_HEIGHT_RANGE,
corridorLength: config.corridorLengthRange || DUNGEON_CONFIGS.CORRIDOR_LENGTH_RANGE,
dugPercentage: (config.dugPercentage !== undefined) ? config.dugPercentage : DUNGEON_CONFIGS.DUG_PERCENTAGE
});
// Initialize the empty map with walls (1)
@@ -193,10 +206,12 @@ class DungeonGenerator {
const exitCenter = exitRoom.getCenter();
const exit = [exitCenter[0], exitCenter[1]];
// Place treasure in a middle room (not first or last)
// Place treasure in a middle room (not first or last).
// G4: use the difficulty-aware treasure room index instead of a hardcoded midpoint.
let treasureRoom;
if (rooms.length > 2) {
treasureRoom = rooms[Math.floor(rooms.length / 2)];
const treasureIndex = getTreasureRoomIndex(rooms, config.roomPositionRatio);
treasureRoom = rooms[treasureIndex];
} else {
// Fallback if we have fewer than 3 rooms
treasureRoom = rooms[0];
+20 -1
View File
@@ -319,9 +319,28 @@ class GameManager {
const result = await db.query(`
INSERT INTO games (user_id, socket_id, game_mode, status, start_block_height, dungeon_seed, created_at)
VALUES ((SELECT id FROM users WHERE socket_id = $1), $2, $3, 'active', $4, $5, NOW())
RETURNING id
RETURNING id, user_id
`, [socketId, socketId, gameMode, blockHeight, game.id]);
game.dbId = result.rows[0]?.id || null;
// Stamp the stable DB users.id onto the in-memory game object so
// suspend/restore and completeGame can key on it WITHOUT any socket_id
// lookup (socket ids are volatile across reconnects). game.userId is the
// canonical field; game.dbUserId is kept as an alias for the disconnect/
// suspend path that already reads it.
const stableUserId = result.rows[0]?.user_id ?? null;
if (stableUserId != null) {
game.userId = stableUserId;
if (game.dbUserId == null) game.dbUserId = stableUserId;
}
// Entry block height captured at creation so the suspend path can persist
// it (blockRec) and the reconnect timeout logic stays consistent.
game.blockRec = blockHeight;
// Reference to the DB pool so restoreGame can keep games.socket_id aligned
// to the reconnecting socket without needing its own DB handle.
game.db = db;
} catch (err) {
console.error('Game insert failed:', err.message);
game.dbId = null;
+177 -46
View File
@@ -803,9 +803,24 @@ class GameModeManager {
}
/**
* Process game start (deduct credits or link payment)
* Process game start (deduct credits or link payment).
*
* C7: `options` is the optional trailing opts bag and may carry a `clientSeed`. The
* dungeon's effective RNG seed is derived at game CREATION via
* provablyFair.deriveSeed(serverSeed, clientSeed); this start entry point accepts and
* forwards the (already-validated) client seed so the flow stays in sync and the value
* is surfaced on the start result. Non-breaking: clientSeed is optional (defaults to '').
*/
async processGameStart(socketId, gameId, options = {}) {
const clientSeed = typeof options.clientSeed === 'string' ? options.clientSeed : '';
const result = await this._dispatchGameStart(socketId, gameId, options);
if (result && typeof result === 'object' && clientSeed && result.clientSeed === undefined) {
result.clientSeed = clientSeed;
}
return result;
}
async _dispatchGameStart(socketId, gameId, options = {}) {
try {
const user = await this.getOrCreateUser(socketId);
@@ -979,29 +994,63 @@ class GameModeManager {
async _processGameStartWithPayment(user, payment, gameId) {
const snap = this._computePayoutSnapshot('PAID_SINGLE');
await this.db.withTransaction(async (client) => {
await client.query(`
UPDATE games
SET payment_id = $1, game_mode = 'PAID_SINGLE', payout_address = $3,
payout_escape_amount = $4, payout_treasure_amount = $5,
payout_escape_mult = $6, payout_treasure_mult = $7
WHERE dungeon_seed = $2
`, [payment.id, gameId, user.payout_address || null, snap.escapeAmount, snap.treasureAmount, snap.escapeMult, snap.treasureMult]);
// M3: claiming a confirmed single_game payment must be atomic. Re-verify the payment
// is still unclaimed and lock it FOR UPDATE inside the transaction, so two concurrent
// starts can't both consume the same payment. The unique index on games.payment_id
// (migration 023) is the final backstop; a 23505 there is treated as "already consumed".
try {
const result = await this.db.withTransaction(async (client) => {
const claim = await client.query(`
SELECT id FROM payments
WHERE id = $1 AND status = 'confirmed' AND payment_type = 'single_game'
AND NOT EXISTS (SELECT 1 FROM games WHERE games.payment_id = payments.id)
FOR UPDATE
`, [payment.id]);
await client.query(`
UPDATE users
SET total_games_played = total_games_played + 1,
updated_at = NOW()
WHERE id = $1
`, [user.id]);
});
if (claim.rows.length === 0) {
// Locked+re-checked: a concurrent start already linked this payment (or it is
// no longer claimable). Abort WITHOUT linking or creating a duplicate game.
return { alreadyConsumed: true };
}
console.log(`Linked game ${gameId} to payment ${payment.id}`);
return {
success: true,
paymentId: payment.id,
effectiveMode: 'PAID_SINGLE'
};
await client.query(`
UPDATE games
SET payment_id = $1, game_mode = 'PAID_SINGLE', payout_address = $3,
payout_escape_amount = $4, payout_treasure_amount = $5,
payout_escape_mult = $6, payout_treasure_mult = $7
WHERE dungeon_seed = $2
`, [payment.id, gameId, user.payout_address || null, snap.escapeAmount, snap.treasureAmount, snap.escapeMult, snap.treasureMult]);
await client.query(`
UPDATE users
SET total_games_played = total_games_played + 1,
updated_at = NOW()
WHERE id = $1
`, [user.id]);
return { linked: true };
});
if (result.alreadyConsumed) {
console.warn(`⚠️ Payment ${payment.id} already consumed by a concurrent start; aborting duplicate for game ${gameId}.`);
return { success: false, reason: 'Payment already consumed', alreadyConsumed: true };
}
console.log(`Linked game ${gameId} to payment ${payment.id}`);
return {
success: true,
paymentId: payment.id,
effectiveMode: 'PAID_SINGLE'
};
} catch (error) {
// 23505 = unique_violation on games.payment_id: a concurrent start linked this
// payment first. Treat as already-consumed, never an uncaught throw / duplicate.
if (error && error.code === '23505') {
console.warn(`⚠️ payment_id unique violation linking game ${gameId} to payment ${payment.id}; treating as already consumed.`);
return { success: false, reason: 'Payment already consumed', alreadyConsumed: true };
}
throw error;
}
}
// processGameCompletion() removed — dead code, never called.
@@ -1171,7 +1220,7 @@ class GameModeManager {
* with no live session) — `socket_id` is mutable and non-unique and must never be the
* primary money key.
*/
async getOrCreateUser(socketId, ipAddress = null) {
async getOrCreateUser(socketId, { create = true } = {}) {
try {
// 1. Prefer the stable identity established by SessionManager (anon_token -> id).
if (this.sessionManager && typeof this.sessionManager.getBySocket === 'function') {
@@ -1205,6 +1254,12 @@ class GameModeManager {
return userResult.rows[0];
}
// Read-only callers (REST reads) pass { create: false }: never mint an orphan
// row for a socket that has no user yet — return null and let them 404/handle it.
if (!create) {
return null;
}
// 3. Last resort: create a new user. This only fires when no session was
// established for the socket (abnormal in normal flow, since every connection
// creates a session) — log it so orphan-row creation is visible.
@@ -1212,7 +1267,7 @@ class GameModeManager {
INSERT INTO users (socket_id, ip_address)
VALUES ($1, $2)
RETURNING *
`, [socketId, ipAddress]);
`, [socketId, null]);
console.warn(`👤 Created new user without a session (socket ${socketId}) — no anon_token identity resolved.`);
return userResult.rows[0];
@@ -1374,6 +1429,29 @@ class GameModeManager {
};
}
/** Fire-and-forget operator alert (no-op when no alertService is wired). */
_alert(type, subject, html) {
if (this.alertService && typeof this.alertService.sendAlert === 'function') {
this.alertService.sendAlert(type, { subject, html }).catch(() => {});
}
}
/**
* Resolve the configured payout min/max (atomic BigInt) for a recorded game mode from
* the runtime config snapshot, or null when unavailable (older config / no snapshot).
*/
_payoutBoundsForMode(recordedPaymentMode) {
const rules = this.configSnapshot?.payouts?.rules;
if (!rules) return null;
const rule = recordedPaymentMode === 'PAID_CREDITS' ? rules.credits : rules.direct;
if (!rule) return null;
const toBigOrNull = (v) => {
if (v === undefined || v === null) return null;
try { return money.toBig(v); } catch { return null; }
};
return { min: toBigOrNull(rule.minPayout), max: toBigOrNull(rule.maxPayout) };
}
/**
* Complete a game (called from socket handlers when game ends)
* @param {string} socketId - Player's socket ID
@@ -1389,22 +1467,27 @@ class GameModeManager {
}
try {
// Retrieve the game record to get the actual payment_mode used at game start
// Retrieve the game record to get the actual payment_mode used at game start.
// M4/C4: match by dungeon_seed ALONE (the UUID is unique) — never by the mutable
// socket_id — and carry the stable users.id (games.user_id) so the paying user is
// resolved by identity, not by the socket that happened to finish the game.
let recordedPaymentMode = this.gameMode; // fallback to global
let gameDbId = null;
let gameUserId = null; // stable users.id carried on the game row
let lockedPayoutAddress = null; // address locked at game start
let payoutSnapshot = null; // payout terms snapshotted at game start
try {
const gameRecord = await this.db.query(`
SELECT id, game_mode, payout_address,
SELECT id, user_id, game_mode, payout_address,
payout_escape_amount, payout_treasure_amount,
payout_escape_mult, payout_treasure_mult
FROM games
WHERE dungeon_seed = $1 AND socket_id = $2
WHERE dungeon_seed = $1
LIMIT 1
`, [gameId, socketId]);
`, [gameId]);
if (gameRecord.rows.length > 0) {
gameDbId = gameRecord.rows[0].id;
gameUserId = gameRecord.rows[0].user_id ?? null;
recordedPaymentMode = (gameRecord.rows[0].game_mode || this.gameMode).toUpperCase();
lockedPayoutAddress = gameRecord.rows[0].payout_address || null;
const r = gameRecord.rows[0];
@@ -1428,14 +1511,13 @@ class GameModeManager {
try {
await this.db.query(`
UPDATE games SET status = $1, treasure_found = $2, moves_made = COALESCE($3, moves_made), duration_seconds = COALESCE($4, duration_seconds), completed_at = NOW()
WHERE dungeon_seed = $5 AND socket_id = $6
WHERE dungeon_seed = $5
`, [
won ? 'won' : 'lost',
treasureFound,
metrics.moves ?? null,
metrics.durationSeconds ?? null,
gameId,
socketId
gameId
]);
} catch (e) {
// Non-fatal if games table differs during early dev.
@@ -1450,6 +1532,14 @@ class GameModeManager {
const payoutEligibleStartMode = (recordedPaymentMode === 'PAID_SINGLE' && this.directPayoutEnabled)
|| (recordedPaymentMode === 'PAID_CREDITS' && this.creditsPayoutEnabled);
if (payoutEligibleStartMode && won) {
// M4/C4: never insert a payout without a resolved game row — a null game_id
// would defeat the payouts dedup (game_id) guard and could double-pay.
if (!gameDbId) {
console.error(`❌ completeGame: no game row for dungeon_seed ${gameId}; refusing to insert a payout.`);
this._alert('payout_unresolved_game', '⚠️ Payout skipped — game row not found', `<p>completeGame could not resolve a games row for dungeon_seed <b>${gameId}</b> (socket ${socketId}). No payout was inserted.</p>`);
return { success: true, mode: recordedPaymentMode, payout: null, reason: 'Game row not resolved', score: metrics.score ?? null };
}
// Use the payout terms snapshotted at game start (so a mid-game config change
// can't alter an in-flight payout). Fall back to live calculation only for
// older games that predate the snapshot columns.
@@ -1464,21 +1554,51 @@ class GameModeManager {
multiplier = live.multiplier;
}
// Check if payout was already processed for this game (prevent duplicates)
if (gameDbId) {
const existingPayout = await this.db.query(`
SELECT id FROM payouts WHERE game_id = $1 AND status IN ('pending', 'processing', 'completed')
`, [gameDbId]);
if (existingPayout.rows.length > 0) {
console.log(`⚠️ Payout already exists for game ${gameId}, skipping duplicate`);
return { success: true, mode: recordedPaymentMode, payout: null, reason: 'Payout already processed', score: metrics.score ?? null };
// M5: clamp/validate the payout against the configured min/max for this mode.
// Over-max -> cap + alert (never send more than policy allows). Under-min ->
// skip entirely (dust not worth an on-chain fee). Bounds are atomic BigInt.
const bounds = this._payoutBoundsForMode(recordedPaymentMode);
if (bounds) {
let amtBig = null;
try { amtBig = money.toBig(payoutAmount); } catch { amtBig = null; }
if (amtBig !== null) {
if (bounds.max !== null && amtBig > bounds.max) {
console.warn(`⚠️ Payout ${amtBig} for game ${gameId} exceeds configured max ${bounds.max}; capping.`);
this._alert('payout_over_max', '⚠️ Payout capped at configured maximum', `<p>Computed payout <b>${amtBig}</b> for game <b>${gameId}</b> exceeded the configured max <b>${bounds.max}</b> and was capped. Mode: ${recordedPaymentMode}.</p>`);
amtBig = bounds.max;
payoutAmount = amtBig.toString();
}
if (bounds.min !== null && amtBig < bounds.min) {
console.log(`Payout ${amtBig} for game ${gameId} below configured min ${bounds.min}; skipping payout.`);
return { success: true, mode: recordedPaymentMode, payout: null, reason: 'Below minimum payout', score: metrics.score ?? null };
}
}
}
// Use payout address locked at game start, fall back to current user address
const userResult = await this.db.query(`SELECT * FROM users WHERE socket_id = $1 LIMIT 1`, [socketId]);
const userRow = userResult.rows[0];
const payoutAddress = lockedPayoutAddress || (userRow && userRow.payout_address);
// Check if payout was already processed for this game (prevent duplicates)
const existingPayout = await this.db.query(`
SELECT id FROM payouts WHERE game_id = $1 AND status IN ('pending', 'processing', 'completed')
`, [gameDbId]);
if (existingPayout.rows.length > 0) {
console.log(`⚠️ Payout already exists for game ${gameId}, skipping duplicate`);
return { success: true, mode: recordedPaymentMode, payout: null, reason: 'Payout already processed', score: metrics.score ?? null };
}
// M4/C4: resolve the paying user by the STABLE users.id carried on the game
// row (games.user_id), never by the mutable socket that finished the game.
let userRow = null;
if (gameUserId != null) {
const userResult = await this.db.query(`SELECT * FROM users WHERE id = $1 LIMIT 1`, [gameUserId]);
userRow = userResult.rows[0] || null;
}
if (!userRow) {
console.error(`❌ completeGame: could not resolve paying user (game user_id=${gameUserId}) for game ${gameId}; refusing payout.`);
this._alert('payout_unresolved_user', '⚠️ Payout skipped — paying user not resolved', `<p>completeGame could not resolve the paying user (games.user_id=<b>${gameUserId}</b>) for game <b>${gameId}</b>. No payout was inserted.</p>`);
return { success: true, mode: recordedPaymentMode, payout: null, reason: 'Paying user not resolved', score: metrics.score ?? null };
}
// Use payout address locked at game start, fall back to the user's address
const payoutAddress = lockedPayoutAddress || userRow.payout_address;
if (userRow && payoutAddress) {
// Create pending payout record, then schedule batch processing.
// Multiple wins within 5 seconds are batched into one transfer_split call,
@@ -1643,14 +1763,25 @@ class GameModeManager {
console.log(`💸 Single payout ${p.id} completed: ${result.txHash}`);
} catch (err) {
// Insufficient-unlocked-funds is a pre-broadcast error -> retry on the next
// batch run (revert to pending). Other failures -> 'failed' (retry service,
// which re-checks the chain before re-sending).
const status = isInsufficientFundsError(err.message) ? 'pending' : 'failed';
// batch run (revert to pending). ANY OTHER error is ambiguous: processPayout
// (transfer_split) may have broadcast on-chain even though the RPC response
// errored, and this row has a null tx_hash so the retry service's blockchain
// guard can't protect it — an auto-retry could DOUBLE-PAY. Mark 'needs_review'
// (retry service skips it) + alert, mirroring the batch path below.
const fundsIssue = isInsufficientFundsError(err.message);
const status = fundsIssue ? 'pending' : 'needs_review';
console.error(`❌ Single payout ${p.id} failed -> ${status}:`, err.message);
await this.db.query(
`UPDATE payouts SET status = $1, last_error = $2, last_retry_at = NOW() WHERE id = $3`,
[status, err.message, p.id]
).catch(() => {});
if (!fundsIssue && this.alertService && typeof this.alertService.sendAlert === 'function') {
this.alertService.sendAlert('single_payout_failed', {
subject: '⚠️ Payout failed — manual review required',
html: `<p>Single payout <b>${p.id}</b> failed and was marked <b>needs_review</b> to avoid a possible double-payout.</p>`
+ `<p>Amount: ${p.amount} → ${p.payout_address}</p><p>Error: ${err.message}</p>`
}).catch(() => {});
}
}
} else {
// Multiple payouts — batch via transfer_split with multiple destinations
+45 -13
View File
@@ -52,6 +52,24 @@ function verifySeed(seed, commitment) {
return hashSeed(seed) === commitment;
}
/**
* Derive the effective RNG seed from a server seed and an (optional) client seed.
* Uses HMAC-SHA256 with the server seed as key and the client seed as message so
* that neither party can unilaterally control the outcome:
* - the server commits to hash(serverSeed) BEFORE seeing the client seed, and
* - the client seed still perturbs the final layout.
* The commitment stays hash(serverSeed); a verifier with (serverSeed, clientSeed)
* can reproduce this derived seed and therefore the entire dungeon.
* @param {string} serverSeed - The secret server seed (revealed after the game)
* @param {string} [clientSeed=''] - Optional client-supplied seed
* @returns {string} 64-character hex string used as the effective RNG seed
*/
function deriveSeed(serverSeed, clientSeed = '') {
return crypto.createHmac('sha256', String(serverSeed))
.update(String(clientSeed ?? ''))
.digest('hex');
}
/**
* Create a seeded random number generator
* Uses the seed to create deterministic "random" numbers
@@ -73,9 +91,10 @@ function createSeededRNG(seed) {
.digest();
counter++;
// Convert first 4 bytes to a number between 0 and 1
// Convert first 4 bytes to a number in [0, 1). Divide by 2^32 (not
// 0xFFFFFFFF) so the maximum value stays strictly below 1.
const num = hash.readUInt32BE(0);
return num / 0xFFFFFFFF;
return num / 0x100000000;
};
}
@@ -121,16 +140,21 @@ function seededShuffle(rng, array) {
/**
* Create a game proof object for a new game
* @param {string} gameId - Unique game identifier
* @returns {object} Proof object with seed, commitment, and creation time
* @param {string} [clientSeed=''] - Optional client-supplied seed (non-breaking)
* @returns {object} Proof object with seeds, commitment, and creation time
*/
function createGameProof(gameId) {
const seed = generateSeed();
const commitment = hashSeed(seed);
function createGameProof(gameId, clientSeed = '') {
const serverSeed = generateSeed();
const commitment = hashSeed(serverSeed); // commits to serverSeed only
// Effective RNG seed folds in the client seed so neither party controls it.
const seed = deriveSeed(serverSeed, clientSeed);
const timestamp = Date.now();
return {
gameId,
seed, // Keep secret until game ends
serverSeed, // Keep secret until game ends
clientSeed, // Client contribution (may be '')
seed, // Derived effective seed used to generate the dungeon
commitment, // Show to player before game starts
timestamp,
verified: false
@@ -160,9 +184,15 @@ function getPreGameCommitment(proof) {
* @returns {object} Full verification data for client
*/
function getPostGameReveal(proof, gameResult = {}) {
const serverSeed = proof.serverSeed ?? proof.seed;
const clientSeed = proof.clientSeed ?? '';
// Effective seed a verifier regenerates the dungeon from.
const effectiveSeed = proof.seed ?? deriveSeed(serverSeed, clientSeed);
return {
gameId: proof.gameId,
seed: proof.seed,
serverSeed,
clientSeed,
seed: effectiveSeed,
commitment: proof.commitment,
timestamp: proof.timestamp,
gameResult: {
@@ -171,12 +201,13 @@ function getPostGameReveal(proof, gameResult = {}) {
moves: gameResult.moves ?? 0,
duration: gameResult.duration ?? 0
},
verificationUrl: `/verify/${proof.seed}`,
verificationUrl: `/verify/${effectiveSeed}`,
instructions: [
"To verify this game was fair:",
`1. Compute SHA-256 of the seed and confirm it equals the commitment: ${proof.commitment}`,
"2. The seed deterministically generates the dungeon layout, treasure, and monster behaviour",
`3. Open ${`/verify/${proof.seed}`} to regenerate the dungeon from the seed and compare its layout fingerprint`
`1. Compute SHA-256 of the serverSeed and confirm it equals the commitment: ${proof.commitment}`,
"2. Compute HMAC-SHA256(key=serverSeed, msg=clientSeed) to derive the effective seed",
"3. The effective seed deterministically generates the dungeon layout, treasure, and monster behaviour",
`4. Open ${`/verify/${effectiveSeed}`} to regenerate the dungeon from the effective seed and compare its layout fingerprint`
]
};
}
@@ -207,6 +238,7 @@ module.exports = {
generateSeed,
hashSeed,
verifySeed,
deriveSeed,
createSeededRNG,
seedToInt,
seededRandomInt,
+137 -16
View File
@@ -153,7 +153,69 @@ app.get('/api/payment/status/:paymentId', asyncHandler(async (req, res) => {
throw restNotImplemented();
}));
app.get('/api/user/:socketId/credits', asyncHandler(async (req, res) => {
// =============================================================================
// /api/user/* protection (S1 / S2 / S3, contract C2)
// =============================================================================
// S3: simple in-memory IP rate limiter for the /api/user/* REST surface. Each of these
// endpoints hits the DB, so cap requests per IP over a short window. Best-effort only (the
// socket layer has its own limiter and nginx can add another); the map is pruned lazily so
// it can't grow unbounded.
const _userApiHits = new Map(); // ip -> { count, windowStart }
const USER_API_WINDOW_MS = 60 * 1000;
const USER_API_MAX = Number(process.env.USER_API_RATE_MAX) || 120;
function userApiRateLimit(req, res, next) {
const ip = req.ip || req.socket?.remoteAddress || 'unknown';
const now = Date.now();
let rec = _userApiHits.get(ip);
if (!rec || (now - rec.windowStart) > USER_API_WINDOW_MS) {
rec = { count: 0, windowStart: now };
_userApiHits.set(ip, rec);
}
rec.count += 1;
if (_userApiHits.size > 5000) {
for (const [k, v] of _userApiHits) {
if ((now - v.windowStart) > USER_API_WINDOW_MS) _userApiHits.delete(k);
}
}
if (rec.count > USER_API_MAX) {
return res.status(429).json({ error: 'Too many requests' });
}
next();
}
app.use('/api/user', userApiRateLimit);
// C2: session-ownership guard for /api/user/:socketId/*. The caller must present the session
// token (users.anon_token — emitted to the client as the 'session_token'/'session_resumed'
// event and stored as localStorage['wownerogue_token']) via the 'X-Session-Token' header
// (fallback ?t=). We only proceed for the row whose socket_id AND anon_token both match, so
// one client can't read or mutate another player's payments/payouts/address. failStatus is
// 403 for mutations, 401 for reads.
function requireSessionOwnership(failStatus) {
return async (req, res, next) => {
try {
const { socketId } = req.params;
const token = req.get('X-Session-Token') || req.query.t;
if (!socketId || !token) {
return res.status(failStatus).json({ error: 'Session token required' });
}
const result = await databaseManager.query(
'SELECT id FROM users WHERE socket_id = $1 AND anon_token = $2',
[socketId, token]
);
if (result.rows.length === 0) {
return res.status(failStatus).json({ error: 'Session ownership verification failed' });
}
req.sessionUserId = result.rows[0].id;
next();
} catch (err) {
console.error('[requireSessionOwnership] verification error:', err.message);
return res.status(failStatus).json({ error: 'Session verification failed' });
}
};
}
app.get('/api/user/:socketId/credits', requireSessionOwnership(401), asyncHandler(async (req, res) => {
const { socketId } = req.params;
if (!socketId) {
throw new ValidationError('Missing socketId', {
@@ -162,7 +224,11 @@ app.get('/api/user/:socketId/credits', asyncHandler(async (req, res) => {
}
try {
const user = await gameModeManager.getOrCreateUser(socketId);
// C1: read-only route — never mint a user row for a stranger's socketId.
const user = await gameModeManager.getOrCreateUser(socketId, { create: false });
if (!user) {
return res.json({});
}
res.json({
socketId,
credits: user.credits || 0,
@@ -177,7 +243,7 @@ app.get('/api/user/:socketId/credits', asyncHandler(async (req, res) => {
}
}));
app.get('/api/user/:socketId/mode', asyncHandler(async (req, res) => {
app.get('/api/user/:socketId/mode', requireSessionOwnership(401), asyncHandler(async (req, res) => {
const { socketId } = req.params;
if (!socketId) {
throw new ValidationError('Missing socketId', {
@@ -186,7 +252,11 @@ app.get('/api/user/:socketId/mode', asyncHandler(async (req, res) => {
}
try {
const user = await gameModeManager.getOrCreateUser(socketId);
// C1: read-only route — do not create a user row here.
const user = await gameModeManager.getOrCreateUser(socketId, { create: false });
if (!user) {
return res.json({});
}
res.json({
socketId,
preferredPaymentMode: user.preferred_payment_mode || 'direct',
@@ -204,7 +274,7 @@ app.get('/api/user/:socketId/mode', asyncHandler(async (req, res) => {
}
}));
app.post('/api/user/:socketId/address', asyncHandler(async (req, res) => {
app.post('/api/user/:socketId/address', requireSessionOwnership(403), asyncHandler(async (req, res) => {
const { socketId } = req.params;
const { address } = req.body || {};
@@ -336,7 +406,7 @@ app.get('/health', async (req, res) => {
});
// Get payment options for a user (mixed mode support)
app.get('/api/user/:socketId/payment-options', asyncHandler(async (req, res) => {
app.get('/api/user/:socketId/payment-options', requireSessionOwnership(401), asyncHandler(async (req, res) => {
const { socketId } = req.params;
if (!socketId) {
throw new ValidationError('Missing socketId', {
@@ -357,11 +427,11 @@ app.get('/api/user/:socketId/payment-options', asyncHandler(async (req, res) =>
}));
// Get payment history for a user
app.get('/api/user/:socketId/payments', asyncHandler(async (req, res) => {
app.get('/api/user/:socketId/payments', requireSessionOwnership(401), asyncHandler(async (req, res) => {
const { socketId } = req.params;
const limit = Math.min(parseInt(req.query.limit, 10) || 20, 100);
const offset = parseInt(req.query.offset, 10) || 0;
if (!socketId) {
throw new ValidationError('Missing socketId', {
safeMessage: 'socketId parameter is required.'
@@ -369,7 +439,11 @@ app.get('/api/user/:socketId/payments', asyncHandler(async (req, res) => {
}
try {
const user = await gameModeManager.getOrCreateUser(socketId);
// C1: read-only route — do not create a user row here.
const user = await gameModeManager.getOrCreateUser(socketId, { create: false });
if (!user) {
return res.json({ payments: [], total: 0, totalPaid: 0, limit, offset });
}
const result = await db.query(`
SELECT
id,
@@ -424,11 +498,11 @@ app.get('/api/user/:socketId/payments', asyncHandler(async (req, res) => {
}));
// Get payout history for a user
app.get('/api/user/:socketId/payouts', asyncHandler(async (req, res) => {
app.get('/api/user/:socketId/payouts', requireSessionOwnership(401), asyncHandler(async (req, res) => {
const { socketId } = req.params;
const limit = Math.min(parseInt(req.query.limit, 10) || 20, 100);
const offset = parseInt(req.query.offset, 10) || 0;
if (!socketId) {
throw new ValidationError('Missing socketId', {
safeMessage: 'socketId parameter is required.'
@@ -436,7 +510,11 @@ app.get('/api/user/:socketId/payouts', asyncHandler(async (req, res) => {
}
try {
const user = await gameModeManager.getOrCreateUser(socketId);
// C1: read-only route — do not create a user row here.
const user = await gameModeManager.getOrCreateUser(socketId, { create: false });
if (!user) {
return res.json({ payouts: [], total: 0, totalReceived: 0, limit, offset });
}
const result = await db.query(`
SELECT
p.id,
@@ -824,16 +902,32 @@ async function startServer() {
try {
// Initialize payment system first
const paymentSystemReady = await initializePaymentSystem();
// C6: right after payment/recovery init at startup, finalize/refund any games left
// status='active' by a previous crash or restart. recoverOrphanedGames() is idempotent
// so it is safe to run on every boot; failures here must not block server startup.
try {
const sm = socketHandlers.sessionManager;
if (sm && typeof sm.recoverOrphanedGames === 'function') {
await sm.recoverOrphanedGames();
}
} catch (recoverErr) {
console.error('❌ recoverOrphanedGames failed at startup:', recoverErr.message);
}
// Socket.io connection handler - ONLY after payment system is ready
io.on('connection', function(socket) {
socketHandlers.handleConnection(socket);
});
// Start HTTP server
// Start HTTP server.
// C8: bind to loopback by default (nginx terminates TLS and reverse-proxies to us),
// so the Node process is not directly reachable on a public interface. Override with
// HOST=0.0.0.0 only for a deployment that intentionally exposes the port directly.
const PORT = process.env.PORT || 3000;
http.listen(PORT, function() {
console.log(`🚀 Wownerogue server listening on *:${PORT}`);
const HOST = process.env.HOST || '127.0.0.1';
http.listen(PORT, HOST, function() {
console.log(`🚀 Wownerogue server listening on ${HOST}:${PORT}`);
console.log(`🐛 Debug mode: ${debugManager.getDebugStatus().debugMode ? 'ENABLED' : 'DISABLED'}`);
console.log(`💰 Payment system: ${paymentSystemReady ? 'ENABLED' : 'FREE MODE ONLY'}`);
const summary = paymentConfigManager.summarize();
@@ -969,5 +1063,32 @@ async function gracefulShutdown(signal) {
process.exit(0);
}
// Last-resort process guards. A single bad socket event or an unhandled promise rejection
// must NOT crash this process, because it holds the live wallet RPC session and in-flight
// payout/batch state — being killed mid-payout is a far worse failure than leaking one
// broken request. TRADEOFF: standard Node guidance is to exit on 'uncaughtException' (process
// state may be corrupt); here we deliberately stay up so payouts can settle and sockets stay
// alive, and we log (and alert, if the alert service is up) so nothing fails silently.
process.on('uncaughtException', (err) => {
console.error('❌ uncaughtException (kept alive):', err && err.stack ? err.stack : err);
try {
alertService?.sendAlert?.('process_uncaught_exception', {
subject: 'uncaughtException (server kept alive)',
body: String(err && err.stack ? err.stack : err),
level: 'error'
})?.catch?.(() => {});
} catch (_) {}
});
process.on('unhandledRejection', (reason) => {
console.error('❌ unhandledRejection (kept alive):', reason && reason.stack ? reason.stack : reason);
try {
alertService?.sendAlert?.('process_unhandled_rejection', {
subject: 'unhandledRejection (server kept alive)',
body: String(reason && reason.stack ? reason.stack : reason),
level: 'error'
})?.catch?.(() => {});
} catch (_) {}
});
process.on('SIGTERM', () => gracefulShutdown('SIGTERM'));
process.on('SIGINT', () => gracefulShutdown('SIGINT'));
+12
View File
@@ -0,0 +1,12 @@
-- Migration 023: Payment safety — one game per confirmed single_game payment
--
-- M3: claiming a confirmed single_game payment must be atomic. The application locks the
-- payment row FOR UPDATE while linking the game, but this partial unique index is the
-- final backstop: at most one games row may reference a given payment_id. A concurrent
-- start that races past the lock hits a 23505 unique_violation (handled gracefully in
-- gameModeManager._processGameStartWithPayment as "already consumed"), so a single paid
-- entry can never spawn two games.
CREATE UNIQUE INDEX IF NOT EXISTS idx_games_payment_id
ON games(payment_id)
WHERE payment_id IS NOT NULL;
+17
View File
@@ -530,6 +530,11 @@ class MatchRoom extends Room {
if (this.status !== 'finished') return this.playerStates;
const exit = this.dungeon.exit;
// A winner already designated by first-to-escape (_checkResolution) must remain the
// winner: the first player out wins the race regardless of treasure/speed tiebreakers
// among later finishers. When no one escaped (timeout / all-dead) preWinner is null and
// ranking alone decides.
const preWinner = this.winnerId;
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;
@@ -537,6 +542,12 @@ class MatchRoom extends Room {
});
ranked.sort((a, b) => {
// Designated escape-winner always ranks first (placement #1 == crypto payout target).
if (preWinner) {
const aw = a.id === preWinner ? 1 : 0;
const bw = b.id === preWinner ? 1 : 0;
if (aw !== bw) return bw - aw;
}
const finishedA = a.state.finished ? 1 : 0;
const finishedB = b.state.finished ? 1 : 0;
if (finishedA !== finishedB) return finishedB - finishedA;
@@ -557,6 +568,12 @@ class MatchRoom extends Room {
r.state.score = this._calculateScore(r.state, i + 1, r.dist);
}
// Winner consistency across ALL end paths (escape / timeout / all-dead): the crypto
// payout target (winnerId) and the leaderboard's placement #1 always name the SAME
// player. finalize() is the single source of truth — it runs after expire() in every
// path, so it reconciles any provisional winner expire() may have set.
if (ranked.length > 0) this.winnerId = ranked[0].id;
return this.playerStates;
}
+5 -4
View File
@@ -59,18 +59,19 @@ class BroadcastManager {
* @param {string} username - Username of the sender
* @param {string} message - Chat message content
* @param {number} timestamp - Message timestamp
* @param {string} socketId - Socket ID of the sender
* @param {string} publicId - Short, non-sensitive public id of the sender (NOT the raw
* full socket.id — S1 defense in depth; the full socket.id must never leave the server)
*/
broadcastChatMessage(username, message, timestamp, socketId) {
broadcastChatMessage(username, message, timestamp, publicId) {
if (this.debugManager?.CONSOLE_LOGGING) {
console.log(`💬 Broadcasting chat message from ${socketId}: "${message}"`);
console.log(`💬 Broadcasting chat message from ${publicId}: "${message}"`);
}
this.io.emit('chat_broadcast', {
username: username,
message: message,
timestamp: timestamp,
socketId: socketId
publicId: publicId
});
}
+7 -3
View File
@@ -29,6 +29,10 @@ class SocketChatProvider extends ChatProvider {
async publish(msg = {}) {
const { scope = 'global', username, text, ts = Date.now(), socketId = null, userId = null } = msg;
// Defense in depth (S1): never broadcast the raw full socket.id to other clients — it is
// a hijackable handle. Derive a short, non-sensitive public id for display/attribution.
const publicId = userId != null ? String(userId) : (socketId ? String(socketId).substring(0, 6) : null);
if (scope === 'global') {
if (this.history) {
// Fire-and-forget persistence, exactly as before (must not block delivery).
@@ -36,16 +40,16 @@ class SocketChatProvider extends ChatProvider {
.catch(err => console.error('Failed to save chat message:', err.message));
}
if (this.broadcastManager) {
this.broadcastManager.broadcastChatMessage(username, text, ts, socketId);
this.broadcastManager.broadcastChatMessage(username, text, ts, publicId);
} else {
this.io.emit('chat_broadcast', { username, message: text, timestamp: ts, socketId });
this.io.emit('chat_broadcast', { username, message: text, timestamp: ts, publicId });
}
return;
}
// Room-scoped (e.g. tavern): delivered only to occupants of that room. The `scope`
// field lets a room client filter these from any global broadcasts it also receives.
this.io.to(scope).emit('chat_broadcast', { username, message: text, timestamp: ts, socketId, scope });
this.io.to(scope).emit('chat_broadcast', { username, message: text, timestamp: ts, publicId, scope });
}
async getHistory({ scope = 'global', limit = 50 } = {}) {
+8 -5
View File
@@ -43,11 +43,13 @@ class MatchLeaderboard {
async _postFreeToPleb(room) {
// Insert synthetic solo-style records so free races show up on the Pleb board.
// Columns are the REAL games columns (treasure_found, moves_made); dungeon_seed is the
// match UUID (36 chars, fits VARCHAR(50)) — never the 64-char seedHash which overflows.
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)
INSERT INTO games (user_id, socket_id, game_mode, status, outcome, treasure_found, moves_made, duration_seconds, score, dungeon_seed, created_at, completed_at)
VALUES ($1, $2, $3, $4, $5, $6, $7, $8, $9, $10, NOW(), NOW())
`, [
state.userId,
@@ -59,7 +61,7 @@ class MatchLeaderboard {
state.moves,
Math.max(1, Math.round(((room.endedAt || Date.now()) - (room.startedAt || room.createdAt)) / 1000)),
state.score,
room.seedHash
room.id
]);
await client.query(`
@@ -78,12 +80,13 @@ class MatchLeaderboard {
}
async _postCryptoRace(room) {
// Insert synthetic paid records for the Hall of Champions board.
// Insert synthetic paid records for the Hall of Champions board. Real columns
// (treasure_found, moves_made); dungeon_seed is the match UUID, not the 64-char seedHash.
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)
INSERT INTO games (user_id, socket_id, game_mode, status, outcome, treasure_found, moves_made, duration_seconds, score, dungeon_seed, created_at, completed_at)
VALUES ($1, $2, $3, $4, $5, $6, $7, $8, $9, $10, NOW(), NOW())
`, [
state.userId,
@@ -95,7 +98,7 @@ class MatchLeaderboard {
state.moves,
Math.max(1, Math.round(((room.endedAt || Date.now()) - (room.startedAt || room.createdAt)) / 1000)),
state.score,
room.seedHash
room.id
]);
await client.query(`
+257 -136
View File
@@ -1,44 +1,50 @@
/**
* 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).
* Owns active MatchRooms, their MatchEngines, socket/user-to-match mappings, broadcasts, the
* real pre-race countdown, and end-of-match finalization (payout, persistence, leaderboard,
* broadcast). Also handles reconnect grace: a disconnected player can rejoin the same match
* within a short window and is re-mapped across ALL room state.
*
* Server-authoritative throughout: every move is validated, occupancy is solid, and the room
* stays in 'starting' (moves rejected) until the countdown elapses so an honest client and a
* modified client always start together.
*/
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
const RECONNECT_GRACE_MS = 30000; // 30s to reconnect during an active match before AFK-kill
const DEFAULT_COUNTDOWN_MS = 3000;
const FINALIZE_CLEANUP_MS = 30000; // keep mappings this long after finish for late reconnects
class MatchManager {
constructor({ io, db, debugManager, identityService = null, chatProvider = null } = {}) {
constructor({ io, db, debugManager, identityService = null, gameModeManager = null, chatProvider = null } = {}) {
this.io = io;
this.db = db;
this.debugManager = debugManager;
this.identityService = identityService;
this.chatProvider = chatProvider;
this.gameModeManager = gameModeManager; // socketHandlers injects this so payouts/entry-fee reads work
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.userToMatch = new Map(); // userId -> matchId
this.disconnectTimeouts = new Map(); // `${matchId}:${socketId}` -> timeout id
this._pendingCleanups = new Set(); // grace-cleanup timers awaiting fire
this.matchLeaderboard = new MatchLeaderboard({ db: this.db, io: this.io, debugManager: this.debugManager });
this.matchPayoutService = new MatchPayoutService({
db: this.db,
walletService: null,
gameModeManager: null,
walletService: this.gameModeManager?.walletService || null,
gameModeManager: this.gameModeManager,
debugManager: this.debugManager
});
this.gameModeManager = null; // set via attach options
// Last-known movement per socket for flood control.
this._lastMoveAt = new Map();
@@ -50,16 +56,31 @@ class MatchManager {
}
/**
* Attach a MatchRoom that was just created by MatchScheduler. The entrants array
* contains { userId, socketId, sessionToken } objects from the queue.
* Optional init hook (socketHandlers calls it after MatchQueue.initialize()). In-memory
* state is empty on boot; abandoned in-flight matches are recovered and refunded by
* MatchQueue.initialize() (the money authority), so there is nothing to rebuild here.
*/
attach(room, entrants, { tickMs = 250, minDurationMs = 20000, hardCeilingMs = 240000, db = null, gameModeManager = null } = {}) {
if (!this.enabled) return;
initialize() { /* no-op: boot recovery lives in MatchQueue.initialize() */ }
/**
* Attach a MatchRoom that MatchScheduler just created and (for crypto) already collected
* the pot for. Notifies entrants, runs the real countdown, and owns all lifecycle timers.
* @param {MatchRoom} room
* @param {Array<{userId:number, socketId:string, sessionToken:string}>} entrants
*/
attach(room, entrants, { tickMs = 250, minDurationMs = 20000, hardCeilingMs = 240000, countdownMs = DEFAULT_COUNTDOWN_MS, db = null, gameModeManager = null } = {}) {
if (!this.enabled || !room) return;
if (db) this.db = db;
this.gameModeManager = gameModeManager;
if (gameModeManager && this.matchPayoutService) this.matchPayoutService.gameModeManager = gameModeManager;
if (gameModeManager) this.gameModeManager = gameModeManager;
// Keep the payout service pointed at the live db + gameModeManager.
if (this.matchPayoutService) {
if (this.db) this.matchPayoutService.db = this.db;
if (this.gameModeManager) this.matchPayoutService.gameModeManager = this.gameModeManager;
}
if (this.matchLeaderboard && this.db) this.matchLeaderboard.db = this.db;
this.rooms.set(room.id, room);
for (const e of entrants) {
for (const e of (entrants || [])) {
this.socketToMatch.set(e.socketId, room.id);
this.userToMatch.set(e.userId, room.id);
}
@@ -67,11 +88,11 @@ class MatchManager {
// 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`);
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);
// Notify players (they will render a countdown; the server enforces it authoritatively).
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', {
@@ -79,31 +100,37 @@ class MatchManager {
economy: room.economy,
seedHash: room.seedHash,
players: Array.from(room.occupants.values()).map(o => o.getState()),
countdownMs: 3000
countdownMs
});
}
}
// Start countdown before first tick.
setTimeout(() => {
room.start();
this._broadcast(room.id, 'match_start', { matchId: room.id, tickMs, seedHash: room.seedHash });
}, 3000);
// MP-H6: REAL countdown. The room stays in 'starting' (moves rejected) until this
// fires; only then does the engine begin ticking, so honest and modified clients start
// together — no head-start cheat is possible.
const startTimer = setTimeout(() => {
const r = this.rooms.get(room.id);
if (!r || r.status !== 'starting') return; // expired/finalized during the countdown
const engine = this.engines.get(room.id);
if (engine && typeof engine.start === 'function') engine.start(); // activates room + ticks
else r.start();
this._broadcast(room.id, 'match_start', { matchId: room.id, tickMs, seedHash: r.seedHash });
}, countdownMs);
// Minimum-duration watchdog: prevent next-block expiry before floor.
const floorTimeout = setTimeout(() => {
room._minDurationMet = true;
}, minDurationMs);
// Minimum-duration watchdog: prevents a next-block expiry before the floor.
const floorTimeout = setTimeout(() => { const r = this.rooms.get(room.id); if (r) r._minDurationMet = true; }, minDurationMs);
// Hard ceiling watchdog.
// Hard-ceiling watchdog: absolute max match length. Single owner (the scheduler no
// longer sets its own ceiling timer), cleared by _finalize so it never fires on a
// finished/removed room.
const ceilingTimeout = setTimeout(() => this.expire(room.id, 'hard_ceiling'), hardCeilingMs);
room._watchdogs = [floorTimeout, ceilingTimeout];
room._watchdogs = [startTimer, floorTimeout, ceilingTimeout];
}
async _hydrateEntrants(room, entrants) {
if (!this.identityService) return;
for (const e of entrants) {
for (const e of (entrants || [])) {
try {
const user = await this.identityService.userForId(e.userId);
if (user) {
@@ -153,21 +180,21 @@ class MatchManager {
}
/**
* Called when a match ends naturally.
* Called when a match ends naturally (engine detected finished).
*/
async onFinish(room) {
await this._finalize(room);
}
/**
* Force-end a match (block deadline, hard ceiling, admin abort).
* Force-end a match (block deadline, hard ceiling, admin abort). Idempotent.
*/
expire(matchId, reason) {
const engine = this.engines.get(matchId);
const room = this.rooms.get(matchId);
if (!room) return;
if (!room || room._finalized) return;
const engine = this.engines.get(matchId);
if (engine) {
engine.expire(reason);
engine.expire(reason); // room.expire + finalize + onFinish -> _finalize
} else {
room.expire(reason);
room.finalize();
@@ -175,43 +202,73 @@ class MatchManager {
}
}
/**
* End a match immediately from a manager-side trigger (forfeit / AFK wipeout). Idempotent
* via room._finalized.
*/
_endNow(room, reason) {
if (!room || room._finalized) return;
const engine = this.engines.get(room.id);
if (room.status !== 'finished') room.expire(reason);
if (engine) { try { engine.stop(); } catch (_) {} }
room.finalize();
this._finalize(room).catch(err => this._log('[MatchManager] endNow finalize error', err.message));
}
async _finalize(room) {
if (room._finalized) return;
if (!room || room._finalized) return;
room._finalized = true;
// Clear watchdogs.
if (room._watchdogs) room._watchdogs.forEach(id => clearTimeout(id));
// Clear lifecycle watchdogs (countdown, floor, hard ceiling) so none fire post-finish.
if (room._watchdogs) { room._watchdogs.forEach(id => clearTimeout(id)); room._watchdogs = null; }
// Clear any pending AFK timers for this match.
this._clearDisconnectTimers(room.id);
// Stop the engine if it is still ticking.
const engine = this.engines.get(room.id);
if (engine) { try { engine.stop(); } catch (_) {} }
// Persist results.
if (this.db) {
await this._persistFinish(room);
}
await this.matchLeaderboard.postMatch(room);
// Each step is isolated in its OWN try/catch so a failure in one NEVER prevents the
// winner payout or the match_end broadcast. The winner PAYOUT runs FIRST.
// 1. Winner payout (crypto only).
if (room.economy === 'crypto_race') {
await this.matchPayoutService.payoutWinner(room);
try { await this.matchPayoutService.payoutWinner(room); }
catch (err) { this._log('[MatchManager] payout error', err.message); }
}
// 2. Persist match + entrant results.
if (this.db) {
try { await this._persistFinish(room); }
catch (err) { this._log('[MatchManager] persist error', err.message); }
}
// 3. Leaderboard integration.
try { await this.matchLeaderboard.postMatch(room); }
catch (err) { this._log('[MatchManager] leaderboard error', err.message); }
// 4. Broadcast the result (always attempted).
try {
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
};
})
});
} catch (err) { this._log('[MatchManager] broadcast error', err.message); }
// 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);
// 5. Drop all mappings after a grace period so late reconnects still resolve the result.
const cleanupTimer = setTimeout(() => {
this._pendingCleanups.delete(cleanupTimer);
this._cleanup(room.id);
}, FINALIZE_CLEANUP_MS);
this._pendingCleanups.add(cleanupTimer);
}
async _persistFinish(room) {
@@ -257,28 +314,53 @@ class MatchManager {
});
}
_clearDisconnectTimers(matchId) {
const prefix = `${matchId}:`;
for (const [key, t] of this.disconnectTimeouts.entries()) {
if (key.startsWith(prefix)) {
clearTimeout(t);
this.disconnectTimeouts.delete(key);
}
}
}
/**
* Drop every mapping owned by a finished match. Previously the userToMatch loop was a
* no-op; it now actually deletes by userId, and socketToMatch / _lastMoveAt are cleared for
* every occupant (including re-keyed ones).
*/
_cleanup(matchId) {
const room = this.rooms.get(matchId);
if (room) {
for (const occ of room.occupants.values()) {
this.socketToMatch.delete(occ.id);
this._lastMoveAt.delete(occ.id);
}
for (const [uid] of room.playerStates.entries()) {
// userToMatch is keyed by socketId today; cleanup is best-effort.
for (const state of room.playerStates.values()) {
if (state.userId != null && this.userToMatch.get(state.userId) === matchId) {
this.userToMatch.delete(state.userId);
}
}
}
// Belt-and-suspenders: remove any lingering maps that still point at this match.
for (const [sid, mid] of this.socketToMatch.entries()) {
if (mid === matchId) this.socketToMatch.delete(sid);
}
for (const [uid, mid] of this.userToMatch.entries()) {
if (mid === matchId) this.userToMatch.delete(uid);
}
this._clearDisconnectTimers(matchId);
this.rooms.delete(matchId);
this.engines.delete(matchId);
}
/**
* Socket.IO handler: move request.
* Socket.IO handler: move request. Null-safe; a benign no-op when match mode is disabled,
* the socket isn't in a match, or the room hasn't reached 'active' yet (MP-H6 countdown).
*/
move(socket, data) {
if (!this.enabled) return;
if (db) this.db = db;
this.gameModeManager = gameModeManager;
if (gameModeManager && this.matchPayoutService) this.matchPayoutService.gameModeManager = gameModeManager;
if (!this.enabled || !socket) return;
const now = Date.now();
const last = this._lastMoveAt.get(socket.id) || 0;
if (now - last < this.moveCooldownMs) return;
@@ -288,9 +370,12 @@ class MatchManager {
if (!matchId) return;
const room = this.rooms.get(matchId);
if (!room) return;
// Reject moves until the countdown elapses and the room is active (no head-start cheat).
if (room.status !== 'active') return;
const dx = Math.sign(Number(data.dx) || 0);
const dy = Math.sign(Number(data.dy) || 0);
const d = (data && typeof data === 'object') ? data : {};
const dx = Math.sign(Number(d.dx) || 0);
const dy = Math.sign(Number(d.dy) || 0);
if (Math.abs(dx) + Math.abs(dy) !== 1) return;
room.queueMove(socket.id, dx, dy);
@@ -300,47 +385,57 @@ class MatchManager {
* Socket.IO handler: leave an active match (forfeit).
*/
leave(socket) {
if (!this.enabled || !socket) return;
const matchId = this.socketToMatch.get(socket.id);
if (!matchId) return;
const room = this.rooms.get(matchId);
if (!room) return;
const state = room.playerStates.get(socket.id);
if (!state || !state.alive || state.finished) return; // nothing to forfeit
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));
// Clear any pending AFK timer for this socket.
const key = `${matchId}:${socket.id}`;
const t = this.disconnectTimeouts.get(key);
if (t) { clearTimeout(t); this.disconnectTimeouts.delete(key); }
// _killPlayer flips the room to 'finished' when it was the last active player.
if (room.status === 'finished') {
this._endNow(room, room.endReason || 'all_forfeit');
}
}
/**
* Handle disconnect: start grace timer, then mark AFK-dead if not reconnected.
* Handle disconnect: start a grace timer, then AFK-kill only if the player never reconnects.
* Takes the live socket (identity is resolved from the connection, never the client).
*/
handleDisconnect(socketId, userId) {
handleDisconnect(socket) {
if (!this.enabled || !socket) return;
const socketId = socket.id;
const matchId = this.socketToMatch.get(socketId);
if (!matchId) return;
const key = `${matchId}:${socketId}`;
if (this.disconnectTimeouts.has(key)) return;
// Only arm the AFK timer for a player still in the race.
const room0 = this.rooms.get(matchId);
const st0 = room0?.playerStates.get(socketId);
if (!st0 || !st0.alive || st0.finished) return;
const timeout = setTimeout(() => {
this.disconnectTimeouts.delete(key);
const room = this.rooms.get(matchId);
if (!room) return;
if (!room || room.status !== 'active') 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));
if (room.status === 'finished') {
this._endNow(room, room.endReason || 'all_dead');
}
}
}, RECONNECT_GRACE_MS);
@@ -349,53 +444,76 @@ class MatchManager {
}
/**
* Handle reconnect: reattach socket to active match.
* Handle reconnect: re-map a player from their OLD socket id to the new one across ALL room
* state (occupants, playerStates, moveQueue, treasure carrier, winner) and manager maps,
* clear the AFK timeout keyed by the OLD id, and never AFK-kill a reconnected player.
* Ownership is verified: the reconnecting session must own the racer it attaches to.
* @param {object} socket live socket (socket.id is the NEW id)
* @param {{userId:number, sessionToken?:string, socketId?:string}} session
* @returns {boolean}
*/
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);
}
handleReconnect(socket, session) {
if (!this.enabled || !socket || !session) return false;
const userId = session.userId;
if (userId == null) return false;
const newId = socket.id;
// Find the match this user belongs to (user map first — socket id has changed).
let matchId = this.userToMatch.get(userId);
if (!matchId) matchId = this.socketToMatch.get(newId) || null;
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);
// Locate the OLD state key for this user and verify ownership. Matching by userId (the
// stable DB id resolved from the connection) means a client can NEVER attach to another
// player's racer.
let oldId = null;
for (const [id, state] of room.playerStates.entries()) {
if (state.userId === userId) { oldId = id; break; }
}
if (oldId == null) return false;
const ownerState = room.playerStates.get(oldId);
if (!ownerState || ownerState.userId !== userId) return false;
// Clear the AFK disconnect timeout keyed by the OLD id (and defensively the new id).
for (const k of [`${matchId}:${oldId}`, `${matchId}:${newId}`]) {
const t = this.disconnectTimeouts.get(k);
if (t) { clearTimeout(t); this.disconnectTimeouts.delete(k); }
}
// Update mappings if the socket id changed.
this.socketToMatch.set(socket.id, matchId);
// Re-key ALL room + manager state from old -> new when the socket id changed.
if (oldId !== newId) {
const occ = room.occupants.get(oldId);
if (occ) {
room.occupants.delete(oldId);
occ.id = newId;
room.occupants.set(newId, occ);
}
const st = room.playerStates.get(oldId);
if (st) {
room.playerStates.delete(oldId);
room.playerStates.set(newId, st);
}
if (room.moveQueue && room.moveQueue.has(oldId)) {
const mv = room.moveQueue.get(oldId);
room.moveQueue.delete(oldId);
room.moveQueue.set(newId, mv);
}
if (room.treasure && room.treasure.carrierId === oldId) room.treasure.carrierId = newId;
if (room.winnerId === oldId) room.winnerId = newId;
this.socketToMatch.delete(oldId);
this._lastMoveAt.delete(oldId);
}
this.socketToMatch.set(newId, matchId);
this.userToMatch.set(userId, 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)
state: room.toGameState(newId)
});
return true;
@@ -421,17 +539,20 @@ class MatchManager {
}
shutdown() {
for (const [key, timeout] of this.disconnectTimeouts.entries()) {
clearTimeout(timeout);
}
for (const [, timeout] of this.disconnectTimeouts.entries()) clearTimeout(timeout);
this.disconnectTimeouts.clear();
for (const t of this._pendingCleanups) clearTimeout(t);
this._pendingCleanups.clear();
for (const [id, room] of this.rooms.entries()) {
if (room._watchdogs) room._watchdogs.forEach(t => clearTimeout(t));
if (room._watchdogs) { room._watchdogs.forEach(t => clearTimeout(t)); room._watchdogs = null; }
const engine = this.engines.get(id);
if (engine) engine.stop();
if (engine) { try { engine.stop(); } catch (_) {} }
}
this.rooms.clear();
this.engines.clear();
this.socketToMatch.clear();
this.userToMatch.clear();
this._lastMoveAt.clear();
}
}
+102 -52
View File
@@ -1,16 +1,24 @@
/**
* 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.
* On match start: commit each entrant's held ticket to the match and lock the pot (the ACTUAL
* atomic amount collected), computing the house fee with exact integer math.
* On match end: create ONE pending payout for the winner, capped at the true collected pot
* minus the house fee, then hand it to the existing GameModeManager batch/retry machinery.
*
* This service does not send on-chain transactions itself; it reuses the existing
* payout retry / batching machinery in GameModeManager.
* This service does not send on-chain transactions itself; it reuses the existing payout retry
* / batching path in GameModeManager. All pot/fee arithmetic is BigInt — no float precision
* loss on large atomic amounts.
*/
const { normalizeError } = require('../utils/errors');
// Sentinel address for a winner who has not set a payout address yet. The payout row is stored
// as 'needs_review' so the pot is a durable, queryable liability the winner can claim once they
// provide an address — the house never silently keeps it, and the batcher never sends to this.
const NO_ADDRESS_SENTINEL = 'PENDING_NO_ADDRESS';
const DEFAULT_ENTRY_FEE_ATOMIC = 5000000000n; // 0.05 WOW at 11 decimals; only a last-resort default
class MatchPayoutService {
constructor({ db, walletService, gameModeManager, debugManager } = {}) {
this.db = db;
@@ -24,21 +32,25 @@ class MatchPayoutService {
}
/**
* 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.
* Called by MatchScheduler BEFORE a crypto_race match is announced/started. Commits each
* entrant's held queue-join ticket to this match, records the ACTUAL collected pot, and
* computes the house fee via exact integer (BigInt) math. Throws on DB failure so the
* caller can abort + refund (the transaction rolls back — no tickets are consumed).
*/
async collectEntryTickets(room, entrants) {
if (!this.db || room.economy !== 'crypto_race') return;
if (!this.db || !room || 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);
const entryFee = this._entryFeeAtomic(); // BigInt atomic units per entry
const houseFeeBp = this._houseFeeBasisPoints(); // integer basis points (0..10000)
const count = BigInt((entrants && entrants.length) || 0);
const pot = entryFee * count; // ACTUAL collected pot (BigInt)
const houseFee = (pot * BigInt(houseFeeBp)) / 10000n; // floor via integer math — no float
const housePercent = houseFeeBp / 100; // for the DECIMAL(5,2) audit column
await this.db.withTransaction(async (client) => {
for (const entrant of entrants) {
// Convert the held ticket to consumed.
for (const entrant of (entrants || [])) {
// Commit the held ticket to this match (delta 0 — it was already deducted at
// queue-join; this row records the commitment for the audit trail).
await client.query(`
INSERT INTO race_entry_transactions (user_id, delta, balance_after, reason, match_id)
VALUES ($1, 0, (
@@ -46,7 +58,6 @@ class MatchPayoutService {
), 'match_start', $2)
`, [entrant.userId, room.id]);
// Update match_entrant to consumed.
await client.query(`
UPDATE match_entrants
SET entry_consumed = TRUE
@@ -54,7 +65,8 @@ class MatchPayoutService {
`, [room.id, entrant.userId]);
}
// Lock pot/house fee on the match row.
// Lock the true pot / house fee on the match row (BigInt passed as strings so the
// BIGINT columns are exact).
await client.query(`
UPDATE matches
SET entry_fee_atomic = $1,
@@ -62,44 +74,55 @@ class MatchPayoutService {
house_fee_atomic = $3,
house_fee_percent = $4
WHERE id = $5
`, [entryFee, pot, houseFee, houseFeePercent, room.id]);
`, [entryFee.toString(), pot.toString(), houseFee.toString(), housePercent, room.id]);
});
room.entryFeeAtomic = entryFee;
room.potAtomic = pot;
room.houseFeeAtomic = houseFee;
room.houseFeePercent = houseFeePercent;
// In-memory bookkeeping (informational). The authoritative amounts live on the match
// row and are re-read (as BigInt) at payout time.
room.entryFeeAtomic = Number(entryFee);
room.potAtomic = Number(pot);
room.houseFeeAtomic = Number(houseFee);
room.houseFeePercent = housePercent;
this._log(`[MatchPayoutService] locked pot ${pot} (house fee ${houseFee}) for match ${room.id}`);
this._log(`[MatchPayoutService] locked pot ${pot} (house fee ${houseFee}, ${housePercent}%) 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.
* Called by MatchManager when a crypto_race match finishes. Creates ONE pending payout for
* the winner capped at (pot − house fee). If the winner has no payout address the payout is
* still recorded (status 'needs_review', a claimable liability) so the house never keeps it.
*/
async payoutWinner(room) {
if (!this.db || room.economy !== 'crypto_race' || !room.winnerId) return;
if (!this.db || !room || room.economy !== 'crypto_race' || !room.winnerId) return;
const winnerState = room.playerStates.get(room.winnerId);
if (!winnerState || !winnerState.userId) return;
if (!winnerState || winnerState.userId == null) return;
// Authoritative pot / fee from the match row (locked at collectEntryTickets).
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;
if (!matchRow.rows || 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;
let pot, houseFee;
try {
pot = BigInt(matchRow.rows[0].pot_atomic ?? 0);
houseFee = BigInt(matchRow.rows[0].house_fee_atomic ?? 0);
} catch (_) {
return;
}
if (houseFee < 0n) houseFee = 0n;
if (houseFee > pot) houseFee = pot; // never pay a negative amount
const winnerAmount = pot - houseFee; // capped at true collected pot − fee
if (winnerAmount <= 0) {
if (winnerAmount <= 0n) {
this._log(`[MatchPayoutService] no winner payout for match ${room.id} (pot=${pot} fee=${houseFee})`);
return;
}
// Resolve payout address from user record.
// Resolve payout address from the user record (may be absent).
const userResult = await this.db.query(`
SELECT id, payout_address
FROM users
@@ -107,17 +130,20 @@ class MatchPayoutService {
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;
}
if (!user) return;
const hasAddress = typeof user.payout_address === 'string' && user.payout_address.trim().length > 0;
const address = hasAddress ? user.payout_address.trim() : NO_ADDRESS_SENTINEL;
const status = hasAddress ? 'pending' : 'needs_review';
const reason = hasAddress ? 'match_winner' : 'match_winner_no_address';
try {
await this.db.withTransaction(async (client) => {
// Guard against double payout.
// Guard against a double payout for this match (includes the deferred
// no-address row so we never insert two).
const existing = await client.query(`
SELECT id FROM payouts
WHERE match_id = $1 AND status IN ('pending', 'processing', 'completed')
WHERE match_id = $1 AND status IN ('pending', 'processing', 'completed', 'needs_review')
FOR UPDATE
`, [room.id]);
if (existing.rows.length > 0) {
@@ -127,30 +153,54 @@ class MatchPayoutService {
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']);
`, [user.id, room.id, address, winnerAmount.toString(), 0, reason, status]);
});
// Trigger the existing batch payout processor.
if (this.gameModeManager && typeof this.gameModeManager._scheduleBatchPayout === 'function') {
this.gameModeManager._scheduleBatchPayout();
if (hasAddress) {
// Trigger the existing batch payout processor (5s debounce).
if (this.gameModeManager && typeof this.gameModeManager._scheduleBatchPayout === 'function') {
this.gameModeManager._scheduleBatchPayout();
}
this._log(`[MatchPayoutService] queued winner payout ${winnerAmount} for match ${room.id}`);
} else {
this._log(`[MatchPayoutService] winner ${user.id} has no payout address; recorded ${winnerAmount} as a claimable 'needs_review' payout for match ${room.id}`);
}
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;
/**
* Entry fee (atomic units, BigInt). Does NOT assume entryFee == singleGamePrice: an explicit
* MATCH_ENTRY_FEE_ATOMIC (or a gameModeManager.matchEntryFeeAtomic) wins; singleGamePrice is
* only a fallback, then a hard default.
*/
_entryFeeAtomic() {
const raw = (process.env.MATCH_ENTRY_FEE_ATOMIC != null && process.env.MATCH_ENTRY_FEE_ATOMIC !== '')
? process.env.MATCH_ENTRY_FEE_ATOMIC
: (this.gameModeManager?.matchEntryFeeAtomic
?? this.gameModeManager?.singleGamePrice
?? null);
if (raw == null) return DEFAULT_ENTRY_FEE_ATOMIC;
try {
// Atomic units are integers; strip any fractional part defensively before BigInt.
const s = String(raw).trim().split('.')[0];
const b = BigInt(s);
return b > 0n ? b : DEFAULT_ENTRY_FEE_ATOMIC;
} catch (_) {
return DEFAULT_ENTRY_FEE_ATOMIC;
}
}
_houseFeePercent() {
const v = parseFloat(process.env.MATCH_HOUSE_FEE_PERCENT);
return Number.isFinite(v) && v >= 0 && v <= 100 ? v : 5;
/**
* House fee as integer basis points (percent × 100), so a fractional percent like 5.5%
* survives with no float precision loss in the pot math.
*/
_houseFeeBasisPoints() {
const pct = parseFloat(process.env.MATCH_HOUSE_FEE_PERCENT);
const p = Number.isFinite(pct) && pct >= 0 && pct <= 100 ? pct : 5;
return Math.round(p * 100);
}
}
+309 -104
View File
@@ -2,21 +2,25 @@
* 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.
* • Enqueue/leave a queue for each economy (free, credits_prestige, crypto_race).
* • Atomically deduct credits or tickets into escrow on join; REFUND on EVERY cancellation
* path (leave, stale cleanup, drain abort, shutdown, boot recovery), always writing a
* ledger row — never a status flip alone.
* • Drain a full economy bucket into a match at block time (memory only mutated after the DB
* commit succeeds, so a failed drain leaves the queue intact).
*
* The queue is backed by `match_queue_entries` so state survives server restarts and
* disconnects. In-memory maps are rebuilt on initialization.
* Backed by `match_queue_entries` so state survives restarts. In-memory maps are rebuilt on
* initialize(), which also refunds abandoned queue rows and recovers in-flight `matches`.
*
* This module has no Socket.IO coupling; MatchManager owns transport.
* 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);
// race_entry_transactions.reason is CHECK-constrained; map any cancellation reason into it.
const RACE_LEDGER_REASONS = new Set(['queue_leave', 'match_cancel', 'refund']);
class MatchQueue {
constructor({ db, gameModeManager = null, debugManager = null } = {}) {
@@ -37,23 +41,12 @@ class MatchQueue {
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'
`);
// MP-H3: refund + cancel abandoned entries and recover in-flight matches BEFORE
// rebuilding memory, so escrow is never silently lost across a restart/crash.
await this._recoverStaleQueueEntries();
await this._recoverAbandonedMatches();
// 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.
// Rebuild in-memory state from the surviving 'queued' rows.
const result = await this.db.query(`
SELECT id, user_id, economy, socket_id, session_token, created_at
FROM match_queue_entries
@@ -75,6 +68,98 @@ class MatchQueue {
this._log(`[MatchQueue] Initialized: ${this.length('free')} free, ${this.length('credits_prestige')} prestige, ${this.length('crypto_race')} crypto`);
}
/**
* Refund + cancel queue rows abandoned by a crash: 'matched' rows that never became a
* running match (older than 5 min), and 'queued' rows older than 24h. Each refund is
* written to the ledger; the row is only cancelled in the same transaction as its refund.
*/
async _recoverStaleQueueEntries() {
let stale = [];
try {
const res = await this.db.query(`
SELECT user_id, economy FROM match_queue_entries
WHERE (status = 'matched' AND created_at < NOW() - INTERVAL '5 minutes')
OR (status = 'queued' AND created_at < NOW() - INTERVAL '24 hours')
`);
stale = res.rows || [];
} catch (err) {
this._log('[MatchQueue] stale scan error', err.message);
return;
}
for (const row of stale) {
try {
await this.db.withTransaction(async (client) => {
const upd = await client.query(`
UPDATE match_queue_entries
SET status = 'cancelled', match_id = NULL
WHERE user_id = $1 AND economy = $2 AND status IN ('queued', 'matched')
RETURNING id
`, [row.user_id, row.economy]);
if (upd.rowCount > 0) {
await this._applyRefund(client, row.user_id, row.economy, 'match_cancel');
}
});
} catch (err) {
this._log('[MatchQueue] stale recovery error', err.message);
}
}
}
/**
* Boot recovery for in-flight `matches` rows left 'starting'/'active' by a crash. If a
* payout was already recorded for the match, let it stand (finalize the status); otherwise
* cancel the match and refund every entrant so escrow is never stranded.
*/
async _recoverAbandonedMatches() {
let rows = [];
try {
const res = await this.db.query(`SELECT id, economy FROM matches WHERE status IN ('starting', 'active')`);
rows = res.rows || [];
} catch (err) {
// matches table may not exist in a minimal test DB — non-fatal.
this._log('[MatchQueue] abandoned match scan error', err.message);
return;
}
for (const m of rows) {
try {
await this.db.withTransaction(async (client) => {
// If a payout already exists, the race effectively completed — don't refund
// (that would double-pay the winner); just finalize the match status so the
// batcher/retry can settle the payout.
const pay = await client.query(`SELECT id FROM payouts WHERE match_id = $1 LIMIT 1`, [m.id]);
if (pay.rows.length > 0) {
await client.query(`
UPDATE matches SET status = 'finished', ended_at = COALESCE(ended_at, NOW())
WHERE id = $1 AND status IN ('starting', 'active')
`, [m.id]);
return;
}
const cancel = await client.query(`
UPDATE matches SET status = 'cancelled', ended_at = NOW()
WHERE id = $1 AND status IN ('starting', 'active')
RETURNING id
`, [m.id]);
if (cancel.rowCount === 0) return; // already handled by another process
const ent = await client.query(`SELECT user_id FROM match_entrants WHERE match_id = $1`, [m.id]);
for (const e of ent.rows || []) {
if (m.economy === 'crypto_race' || m.economy === 'credits_prestige') {
await this._applyRefund(client, e.user_id, m.economy, 'match_cancel');
}
}
await client.query(`
UPDATE match_queue_entries SET status = 'cancelled'
WHERE match_id = $1 AND status IN ('queued', 'matched')
`, [m.id]);
});
this._log(`[MatchQueue] recovered abandoned match ${m.id} (${m.economy})`);
} catch (err) {
this._log('[MatchQueue] abandoned match recovery error', err.message);
}
}
}
_validateEconomy(economy) {
return MATCH_ECONOMY_SET.has(economy) ? economy : null;
}
@@ -92,33 +177,53 @@ class MatchQueue {
return this._queues[economy].slice();
}
/**
* socketHandlers-facing API: enqueue a resolved session into a match queue. Identity comes
* from the (server-resolved) session; the economy is explicit.
* @param {{userId:number, socketId:string, sessionToken?:string, economy?:string}} session
* @param {{economy?:string}} [opts]
*/
async enqueue(session, opts = {}) {
const economy = (opts && opts.economy) || session?.economy;
return this.join({
userId: session?.userId,
socketId: session?.socketId,
sessionToken: session?.sessionToken,
economy
});
}
/**
* 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' };
if (!entry || entry.userId == null) return { success: false, reason: 'invalid_user' };
const economy = this._validateEconomy(entry.economy);
if (!economy) return { success: false, reason: 'invalid_economy' };
// session_token is NOT NULL in the schema; coerce a missing token to a stable-ish
// string (reconnect matches on userId anyway).
const normalized = {
...entry,
economy,
sessionToken: entry.sessionToken != null ? String(entry.sessionToken) : String(entry.userId)
};
try {
if (economy === 'free') {
return await this._joinFree(entry);
return await this._joinFree(normalized);
}
if (economy === 'credits_prestige') {
return await this._joinCreditsPrestige(entry);
return await this._joinCreditsPrestige(normalized);
}
return await this._joinCryptoRace(entry);
return await this._joinCryptoRace(normalized);
} 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' };
const normErr = normalizeError(err, 'Failed to join match queue');
this._log('[MatchQueue] join error:', normErr.message);
return { success: false, reason: normErr.safeMessage || 'join_failed' };
}
}
@@ -165,7 +270,7 @@ class MatchQueue {
const balanceAfter = creditResult.rows[0].credits;
// 2. Log credit transaction.
// 2. Log credit transaction (escrow).
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)
@@ -186,7 +291,7 @@ class MatchQueue {
async _joinCryptoRace(entry) {
await this.db.withTransaction(async (client) => {
// 1. Consume one race entry ticket atomically.
// 1. Consume one race entry ticket atomically (escrow).
const ticketResult = await client.query(`
UPDATE users
SET race_entries = race_entries - 1
@@ -200,7 +305,7 @@ class MatchQueue {
const balanceAfter = ticketResult.rows[0].race_entries;
// 2. Log ticket transaction (escrow).
// 2. Log ticket transaction.
await client.query(`
INSERT INTO race_entry_transactions (user_id, delta, balance_after, reason, metadata)
VALUES ($1, -1, $2, 'queue_join', $3)
@@ -232,20 +337,95 @@ class MatchQueue {
}
/**
* Leave a queue before a match starts. Refund credits/tickets.
* @param {number} userId
* @param {string} economy
* @returns {Promise<{success:boolean, reason?:string}>}
* Apply a refund for one entrant within an open transaction. Amounts are DB-derived
* (MP-H4): the credit refund reads the exact deducted amount from the ledger, so it is
* correct even after a restart cleared the in-memory entry. Always writes a ledger row.
*/
async leave(userId, economy) {
async _applyRefund(client, userId, economy, ledgerReason = 'queue_leave') {
if (economy === 'credits_prestige') {
const amount = await this._creditsJoinAmount(client, userId);
if (amount <= 0) return 0;
const r = await client.query(`
UPDATE users SET credits = credits + $1 WHERE id = $2 RETURNING credits
`, [amount, userId]);
const bal = r.rows[0]?.credits ?? 0;
await client.query(`
INSERT INTO credit_transactions (user_id, amount, reason, balance_after, transaction_type, metadata)
VALUES ($1, $2, 'match_queue_refund', $3, 'match', $4)
`, [userId, amount, bal, JSON.stringify({ economy, refunded: true, reason: ledgerReason })]);
return amount;
}
if (economy === 'crypto_race') {
const reason = RACE_LEDGER_REASONS.has(ledgerReason) ? ledgerReason : 'queue_leave';
const r = await client.query(`
UPDATE users SET race_entries = race_entries + 1 WHERE id = $1 RETURNING race_entries
`, [userId]);
const bal = r.rows[0]?.race_entries ?? 0;
await client.query(`
INSERT INTO race_entry_transactions (user_id, delta, balance_after, reason, metadata)
VALUES ($1, 1, $2, $3, $4)
`, [userId, bal, reason, JSON.stringify({ economy, refunded: true, source: ledgerReason })]);
return 1;
}
return 0; // free: nothing to refund
}
/**
* The exact credit amount deducted at join, read from the ledger so refunds survive
* restarts (MP-H4). Falls back to the configured cost if no ledger row is found.
*/
async _creditsJoinAmount(client, userId) {
try {
const r = await client.query(`
SELECT amount FROM credit_transactions
WHERE user_id = $1 AND reason = 'match_queue_join'
AND (metadata->>'economy') = 'credits_prestige'
ORDER BY created_at DESC, id DESC
LIMIT 1
`, [userId]);
if (r.rows.length > 0) {
const amt = Math.abs(parseInt(r.rows[0].amount, 10));
if (Number.isFinite(amt) && amt > 0) return amt;
}
} catch (_) { /* fall through to configured cost */ }
return this._creditsCost();
}
/**
* Leave a queue before a match starts, refunding credits/tickets. Accepts either a resolved
* session object ({ userId, economy }) — the socketHandlers form — or the legacy
* (userId, economy) pair. When no economy is supplied, leaves every economy the user is in.
*/
async leave(sessionOrUserId, maybeEconomy) {
if (!this.enabled) return { success: false, reason: 'match_disabled' };
let userId, economy;
if (sessionOrUserId && typeof sessionOrUserId === 'object') {
userId = sessionOrUserId.userId;
economy = sessionOrUserId.economy || maybeEconomy;
} else {
userId = sessionOrUserId;
economy = maybeEconomy;
}
if (userId == null) return { success: false, reason: 'invalid_user' };
// No economy given → leave every economy the user is queued in.
if (!economy) {
const results = [];
for (const eco of ECONOMIES) {
results.push(await this._leaveOne(userId, eco));
}
const ok = results.some(r => r && r.success);
return { success: ok, reason: ok ? undefined : 'not_queued' };
}
economy = this._validateEconomy(economy);
if (!economy) return { success: false, reason: 'invalid_economy' };
return this._leaveOne(userId, economy);
}
async _leaveOne(userId, 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
@@ -257,43 +437,64 @@ class MatchQueue {
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', $3)
`, [userId, ticketResult.rows[0].race_entries, JSON.stringify({ economy: 'crypto_race', refunded: true })]);
}
// MP-H4: refund is DB-derived inside _applyRefund, not read from volatile memory.
await this._applyRefund(client, userId, economy, 'queue_leave');
});
const memIdx = this._queues[economy].findIndex(e => e.userId === userId);
if (memIdx >= 0) this._queues[economy].splice(memIdx, 1);
this._log(`[MatchQueue] leave user=${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' };
const norm = normalizeError(err, 'Failed to leave match queue');
if (norm.code === 'NOT_QUEUED') {
// Keep memory consistent even if the DB row was already gone.
const memIdx = this._queues[economy].findIndex(e => e.userId === userId);
if (memIdx >= 0) this._queues[economy].splice(memIdx, 1);
return { success: false, reason: 'not_queued' };
}
return { success: false, reason: norm.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
* Refund a set of drained entrants (used when a race is aborted after drain marked them
* 'matched', e.g. pot-collection failure or a <2-player defensive drain). Each refund is
* written to the ledger and the queue row is cancelled in the same transaction, only when
* the row was actually still queued/matched (so it can never double-refund).
*/
async refundEntries(entries, economy, reason = 'match_cancel') {
if (!this.db || !Array.isArray(entries) || entries.length === 0) return;
economy = this._validateEconomy(economy);
if (!economy) return;
for (const e of entries) {
const userId = e?.userId;
if (userId == null) continue;
try {
await this.db.withTransaction(async (client) => {
const upd = await client.query(`
UPDATE match_queue_entries
SET status = 'cancelled', match_id = NULL
WHERE user_id = $1 AND economy = $2 AND status IN ('queued', 'matched')
RETURNING id
`, [userId, economy]);
if (upd.rowCount > 0) {
await this._applyRefund(client, userId, economy, reason);
}
});
} catch (err) {
this._log('[MatchQueue] refundEntries error', err.message);
}
const idx = this._queues[economy].findIndex(q => q.userId === userId);
if (idx >= 0) this._queues[economy].splice(idx, 1);
}
}
/**
* Drain queued players for an economy into a match. Marks the DB rows 'matched' and returns
* the entrants. The in-memory queue is only mutated AFTER the DB commit succeeds, so a
* failed drain leaves the queue intact for the next block.
* @returns {Promise<{entries:Array}|null>}
*/
async drain(economy, maxPlayers) {
@@ -301,80 +502,84 @@ class MatchQueue {
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);
const candidates = this._queues[economy].slice(0, count);
const userIds = candidates.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]);
try {
await this.db.withTransaction(async (client) => {
const result = await client.query(`
UPDATE match_queue_entries
SET status = 'matched', matched_at = NOW()
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' }
);
}
});
if (result.rowCount !== userIds.length) {
// Memory/DB out of sync — abort without mutating memory; retry next block.
throw Object.assign(
new Error(`Queue drain mismatch: expected ${userIds.length}, got ${result.rowCount}`),
{ code: 'DRAIN_MISMATCH' }
);
}
});
} catch (err) {
this._log('[MatchQueue] drain error', err.message);
return null;
}
this._log(`[MatchQueue] drained ${drained.length} players for ${economy}`);
return { entries: drained };
// DB commit succeeded — now remove them from the in-memory queue.
const idSet = new Set(userIds);
this._queues[economy] = this._queues[economy].filter(e => !idSet.has(e.userId));
this._log(`[MatchQueue] drained ${candidates.length} players for ${economy}`);
return { entries: candidates };
}
/**
* 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}>}
* Reattach an in-memory entry after a socket reconnect while still IN THE QUEUE (not in a
* running match). The DB row is keyed on user_id + economy.
*/
async reattach(userId, economy, newSocketId, sessionToken) {
economy = this._validateEconomy(economy);
if (!economy) return { inQueue: false };
const token = sessionToken != null ? String(sessionToken) : String(userId);
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]);
`, [newSocketId, token, 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;
this._queues[economy][memIdx].sessionToken = token;
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,
sessionToken: token,
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.
* Cancel all queues (e.g. server shutdown). Refunds paid entries via _leaveOne (ledger row
* written for each).
*/
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(() => {});
await this._leaveOne(e.userId, economy).catch(() => {});
}
}
}
+97 -35
View File
@@ -5,19 +5,21 @@
* 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.
* MatchScheduler creates MatchRooms but does not own Socket.IO broadcasting; it delegates the
* started room to MatchManager for transport, the real countdown, persistence, and finish
* handling. It does NOT start the engine directly — the manager's countdown does — so honest
* and modified clients always start together.
*/
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;
const DEFAULT_COUNTDOWN_MS = 3000;
class MatchScheduler {
constructor({
@@ -27,7 +29,8 @@ class MatchScheduler {
maxPlayers = null,
tickMs = null,
minDurationMs = null,
hardCeilingMs = null
hardCeilingMs = null,
countdownMs = null
} = {}) {
this.matchQueue = matchQueue;
this.matchManager = matchManager;
@@ -38,7 +41,10 @@ class MatchScheduler {
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.countdownMs = countdownMs || parseInt(process.env.MATCH_COUNTDOWN_MS, 10) || DEFAULT_COUNTDOWN_MS;
// Retained for interface stability; the scheduler no longer owns any long-lived timers
// (the hard-ceiling watchdog is owned solely by MatchManager, cleared on finalize).
this._timeoutIds = [];
}
@@ -54,7 +60,12 @@ class MatchScheduler {
if (!this.enabled || !this.matchQueue || !this.matchManager) return;
for (const economy of ['free', 'credits_prestige', 'crypto_race']) {
await this._drainEconomy(economy, blockHeight);
try {
await this._drainEconomy(economy, blockHeight);
} catch (err) {
// One economy failing must never block the others (or single-player blocks).
this._log(`[MatchScheduler] drain ${economy} error`, err.message);
}
}
}
@@ -63,9 +74,12 @@ class MatchScheduler {
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(() => {});
if (!entries || entries.length < 2) {
// Defensive: drain() already marked these 'matched'; refund them so a race that did
// not start never consumes credits/tickets.
if (entries && entries.length) {
await this._refund(entries, economy, 'match_cancel');
}
return;
}
@@ -76,7 +90,7 @@ class MatchScheduler {
for (const e of entries) {
entrants[e.socketId] = {
userId: e.userId,
name: null, // name is resolved later by MatchManager
name: null, // resolved later by MatchManager
socketId: e.socketId,
sessionToken: e.sessionToken
};
@@ -91,29 +105,38 @@ class MatchScheduler {
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);
// Persist match + entrants BEFORE any money movement or notification so a crash mid-race
// is recoverable from the DB on next boot.
try {
await this._persistMatch(room, entries, economy);
} catch (err) {
this._log('[MatchScheduler] persist failed; refunding entrants', err.message);
await this._refund(entries, economy, 'match_cancel');
return;
}
// Start the engine.
// MP-C4: collect the crypto pot / commit entry tickets BEFORE notifying players or
// starting the engine. If collection fails, ABORT and REFUND every entrant — never
// consume tickets for a race that did not start.
if (economy === 'crypto_race') {
const payoutService = this.matchManager?.matchPayoutService;
try {
if (!payoutService || typeof payoutService.collectEntryTickets !== 'function') {
throw new Error('matchPayoutService unavailable');
}
await payoutService.collectEntryTickets(room, entries);
} catch (err) {
this._log('[MatchScheduler] pot collection failed; aborting + refunding', err.message);
await this._abortMatch(room, entries, economy);
return;
}
}
// Create the engine and hand it to the manager, but DO NOT start it here — the manager's
// countdown starts it once the pre-race timer elapses (server-authoritative start).
const engine = new MatchEngine({
room,
tickMs: this.tickMs,
@@ -121,11 +144,54 @@ class MatchScheduler {
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);
// Hand off to MatchManager for transport, the real countdown, reconnect mapping, all
// watchdog timers, 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,
countdownMs: this.countdownMs
});
}
/**
* Refund a set of drained entrants (credits/tickets) and cancel their queue rows. Delegates
* to MatchQueue which owns the money ledger; falls back to per-user leave if the batch
* method is unavailable (older queue implementations).
*/
async _refund(entries, economy, reason) {
if (!this.matchQueue) return;
try {
if (typeof this.matchQueue.refundEntries === 'function') {
await this.matchQueue.refundEntries(entries, economy, reason);
return;
}
for (const e of entries) {
await this.matchQueue.leave(e.userId, economy).catch(() => {});
}
} catch (err) {
this._log('[MatchScheduler] refund error', err.message);
}
}
/**
* Abort a match whose pot could not be collected: mark it cancelled and refund everyone.
*/
async _abortMatch(room, entries, economy) {
if (this.matchManager?.db) {
try {
await this.matchManager.db.query(
`UPDATE matches SET status = 'cancelled', ended_at = NOW() WHERE id = $1`,
[room.id]
);
} catch (err) {
this._log('[MatchScheduler] abort mark-cancelled error', err.message);
}
}
await this._refund(entries, economy, 'match_cancel');
}
async _persistMatch(room, entries, economy) {
@@ -172,10 +238,6 @@ class MatchScheduler {
});
}
_expireMatch(roomId, reason) {
this.matchManager?.expire(roomId, reason);
}
shutdown() {
for (const id of this._timeoutIds) clearTimeout(id);
this._timeoutIds = [];
+3 -1
View File
@@ -511,7 +511,9 @@ class PaymentHandlers {
this.broadcastManager.sendStatusUpdate(socket.id, 'warning', 'Payment request expired. Type \'enter\' again to create a new payment request.');
}
}, 30 * 60 * 1000);
// Store & unref so tests / process can exit
// Store & unref so tests / process can exit (the 30-min timer must never keep the
// event loop alive on its own — in production the server keeps the process running).
if (expiryTimeout && expiryTimeout.unref) expiryTimeout.unref();
this._expiryTimeouts.set(socket.id, expiryTimeout);
}
+9 -2
View File
@@ -7,16 +7,23 @@
* - stableId: prefers the session's stable user id (anon_token -> users.id); only when no
* session is resolvable does it fall back to the ephemeral socket id. A client that
* drops its token to mint a new identity is still caught by the IP limit.
* - clientIp: the socket handshake address, or the first X-Forwarded-For hop when the
* - clientIp: the socket handshake address, or the RIGHTMOST X-Forwarded-For hop when the
* deployment is behind a trusted reverse proxy (TRUST_PROXY=true). XFF is ONLY trusted
* when TRUST_PROXY is set, since otherwise a client could spoof it.
*/
// S5: with a single trusted nginx proxy in front, nginx APPENDS the real client IP as the
// last hop of X-Forwarded-For. The leftmost entries are attacker-controlled (a client can
// pre-populate the header), so we must read the RIGHTMOST hop — the one the proxy added —
// not the leftmost. Still gated on TRUST_PROXY so a direct-exposure deploy can't be spoofed.
function clientIp(socket) {
try {
if (process.env.TRUST_PROXY === 'true') {
const xff = socket.handshake?.headers?.['x-forwarded-for'];
if (xff) return String(xff).split(',')[0].trim();
if (xff) {
const hops = String(xff).split(',').map(h => h.trim()).filter(Boolean);
if (hops.length) return hops[hops.length - 1];
}
}
return socket.handshake?.address || null;
} catch (_) {
+116 -5
View File
@@ -379,12 +379,18 @@ class SessionManager {
async cleanupExpiredSessions() {
try {
// SECURE: Parameterized query for cleanup
// Only delete truly disposable anonymous users: long-idle, zero credits, no payout
// address, and — critically — NO history in any table that references users via a
// RESTRICT/NO ACTION foreign key. Guarding with NOT EXISTS means the DELETE can never
// abort on an FK violation, and we never remove a user who has payments, payouts, or
// games on record (chat_messages / credit_transactions are optional extra guards).
const result = await this.db.query(
`DELETE FROM users
WHERE last_seen < NOW() - INTERVAL '90 days'
AND credits = 0
RETURNING id`,
`DELETE FROM users u
WHERE u.last_seen < NOW() - INTERVAL '90 days' AND u.credits = 0 AND u.payout_address IS NULL
AND NOT EXISTS (SELECT 1 FROM payments p WHERE p.user_id = u.id)
AND NOT EXISTS (SELECT 1 FROM payouts po WHERE po.user_id = u.id)
AND NOT EXISTS (SELECT 1 FROM games g WHERE g.user_id = u.id)
RETURNING u.id`,
[] // No parameters needed
);
@@ -397,6 +403,111 @@ class SessionManager {
}
}
/**
* C6/G6: Recover games left stuck at status='active' when the server was killed
* mid-run. On a fresh boot no game can legitimately still be running, so every such row
* is an orphan: idempotently refund the player what they paid (the linked confirmed
* single_game payment, or the credits spent for a PAID_CREDITS game) and then finalize
* the game's status. Safe to run repeatedly — each game is locked FOR UPDATE and skipped
* unless still 'active', and each refund is deduped by a per-game credit_transactions
* reason key, so re-runs neither double-refund nor double-finalize. index.js calls this
* at startup right after recoverPendingPayments.
*/
async recoverOrphanedGames() {
const summary = { finalized: 0, refunded: 0, creditsRefunded: 0 };
try {
const creditsPerGame = (this.gameModeManager && this.gameModeManager.creditsPerGameCost) || 1;
const orphans = await this.db.query(
`SELECT id FROM games WHERE status = 'active' ORDER BY id ASC`,
[]
);
for (const orphan of orphans.rows) {
try {
const outcome = await this.db.withTransaction(async (client) => {
// Lock the game row and re-check under the lock: another instance (or a prior
// run) may already have finalized it.
const lock = await client.query(
`SELECT id, user_id, game_mode, payment_id, status
FROM games WHERE id = $1 FOR UPDATE`,
[orphan.id]
);
const game = lock.rows[0];
if (!game || game.status !== 'active') return null; // already handled
const reason = `orphan_game_refunded:${game.id}`;
let refunded = false;
if (game.user_id) {
// Dedup: never refund the same orphaned game twice.
const dup = await client.query(
`SELECT 1 FROM credit_transactions WHERE user_id = $1 AND reason = $2 LIMIT 1`,
[game.user_id, reason]
);
if (dup.rows.length === 0) {
// A refund is warranted when the player actually paid: a PAID_CREDITS game
// consumed credits, or a PAID_SINGLE game had a confirmed payment.
let doRefund = false;
if (game.game_mode === 'PAID_CREDITS') {
doRefund = true;
} else if (game.payment_id != null) {
const pay = await client.query(
`SELECT status FROM payments WHERE id = $1`,
[game.payment_id]
);
doRefund = !!pay.rows[0] && pay.rows[0].status === 'confirmed';
}
if (doRefund) {
const upd = await client.query(
`UPDATE users SET credits = credits + $1 WHERE id = $2 RETURNING credits`,
[creditsPerGame, game.user_id]
);
const newBalance = upd.rows[0]?.credits ?? 0;
await client.query(
`INSERT INTO credit_transactions (user_id, amount, reason, balance_after, transaction_type)
VALUES ($1, $2, $3, $4, 'refund')`,
[game.user_id, creditsPerGame, reason, newBalance]
);
refunded = true;
}
}
}
// Finalize the game: refunded games are marked 'refunded', the rest 'expired'.
const newStatus = refunded ? 'refunded' : 'expired';
await client.query(
`UPDATE games SET status = $1, completed_at = COALESCE(completed_at, NOW()) WHERE id = $2`,
[newStatus, game.id]
);
return { refunded };
});
if (outcome) {
summary.finalized++;
if (outcome.refunded) {
summary.refunded++;
summary.creditsRefunded += creditsPerGame;
}
}
} catch (e) {
console.error(`[OrphanRecovery] Failed to recover game ${orphan.id}:`, e.message);
}
}
if (summary.finalized > 0) {
console.log(`[OrphanRecovery] Finalized ${summary.finalized} orphaned game(s); refunded ${summary.refunded} (${summary.creditsRefunded} credits).`);
}
} catch (error) {
const normalized = normalizeError(error, 'Failed to recover orphaned games');
console.error('[OrphanRecovery] Error recovering orphaned games:', normalized.message);
}
return summary;
}
generateSecureToken() {
return crypto.randomBytes(32).toString('base64url');
}
+158 -12
View File
@@ -344,7 +344,18 @@ class SocketHandlers {
if (restored) {
restoredGame = restored.game;
const suspendedState = restored.suspendedState;
// G1/C3: resume the block-timeout clock from the ORIGINAL entry block,
// not the reconnect height. suspendedGameManager persists the entry block
// and hands it back here; restore it onto the in-memory user so
// checkGamesTimeout continues counting from where it left off. If it's
// missing, leave blockRec unset — checkGamesTimeout records the first
// observed height rather than treating the game as instant-death.
const entryBlock = (restored.blockRec ?? suspendedState?.blockRec ?? null);
if (memUser && entryBlock != null) {
memUser.blockRec = entryBlock;
}
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`🔄 [handleConnection] Restored game ${restoredGame.id} for user ${dbUserId}`);
}
@@ -450,8 +461,8 @@ class SocketHandlers {
if (this.debugManager?.CONSOLE_LOGGING) console.warn('Failed to re-send identity snapshot:', err.message);
});
});
socket.on('auto_start', () => this.handleAutoStart(socket)); // New handler for start button
socket.on('play_free', () => this.handleAutoStart(socket, { free: true })); // Explicit free-play choice
socket.on('auto_start', (data) => this.handleAutoStart(socket, (data && typeof data === 'object') ? data : {})); // New handler for start button
socket.on('play_free', (data) => this.handleAutoStart(socket, { ...((data && typeof data === 'object') ? data : {}), free: true })); // Explicit free-play choice
socket.on('join_queue', () => this.handleJoinQueue(socket)); // Queue instead of auto-start
socket.on('early_entry', () => this.handleEarlyEntry(socket)); // Early entry without waiting for block
socket.on('address:prompt', () => this.handleAddressPrompt(socket));
@@ -479,10 +490,28 @@ 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
// Match mode handlers. Every match listener is wrapped so a match-layer fault can
// never crash the connection or leak a stack to the client — it logs and emits a
// benign 'match_error' instead (C5). Identity is always resolved from the CONNECTION,
// never from the client payload.
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));
socket.on('match_move', (data) => {
try {
this.matchManager.move(socket, data);
} catch (err) {
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] match_move error:', err.message);
socket.emit('match_error', { message: 'Move could not be processed.' });
}
});
socket.on('match_leave', () => {
try {
this.matchManager.leave(socket);
} catch (err) {
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] match_leave error:', err.message);
socket.emit('match_error', { message: 'Could not leave the match.' });
}
});
socket.on('match_reconnect', (data) => this._handleMatchReconnect(socket, data));
// Tavern match spectator bridge
socket.on('tavern_match_list', () => {
const list = this.tavernMatchBridge ? this.tavernMatchBridge.getActiveMatches() : [];
@@ -503,6 +532,13 @@ class SocketHandlers {
// honoured when the instance allows free play; otherwise fall through to paid.
const wantsFree = opts.free === true && this.gameModeManager?.freePlayEnabled;
// C7: optional client-supplied entropy for provably-fair seed derivation. Must be
// hex (≤64 chars); anything malformed is silently ignored (falls back to ''). This
// is purely additive — existing clients that send no seed are unaffected.
const clientSeed = (typeof opts.clientSeed === 'string' && /^[a-fA-F0-9]{0,64}$/.test(opts.clientSeed))
? opts.clientSeed
: undefined;
// Rate limiting for game starts — keyed on stable identity + IP so reconnecting
// (new socket.id) can't reset the limit.
const rlId = stableId(socket, this.sessionManager);
@@ -582,7 +618,7 @@ class SocketHandlers {
// Process start (free / credits deduction / payment link)
if (this.gameModeManager) {
const startRes = await this.gameModeManager.processGameStart(socket.id, game.id, { forceFree: wantsFree });
const startRes = await this.gameModeManager.processGameStart(socket.id, game.id, { forceFree: wantsFree, clientSeed });
if (!startRes.success) {
// Abort game
this.activeGames.delete(socket.id);
@@ -712,6 +748,89 @@ class SocketHandlers {
}
}
/**
* Resolve the stable match session/identity for a connection. Identity is derived ONLY
* from the CONNECTION (the session cache, then a DB lookup by socket) — never from any
* client-supplied payload — so a client can't act on another user's behalf (C5). Mirrors
* how other handlers resolve identity via sessionManager.
* @returns {Promise<{userId:number, socketId:string, sessionToken:(string|null), user:Object}|null>}
*/
async _resolveMatchSession(socket) {
if (!this.sessionManager || !socket) return null;
let sessionUser = null;
try {
sessionUser = this.sessionManager.sessions?.get(socket.id) || null;
} catch (_) { sessionUser = null; }
if (!sessionUser) {
try { sessionUser = await this.sessionManager.getBySocket(socket.id); } catch (_) { sessionUser = null; }
}
if (!sessionUser || sessionUser.id == null) return null;
return {
userId: sessionUser.id,
socketId: socket.id,
sessionToken: sessionUser.anon_token || null,
user: sessionUser
};
}
/**
* Handle a match-mode queue join/leave (C5/S4). The economy comes from the payload but
* the IDENTITY is resolved from the connection, never from data. Never throws: any fault
* is logged and reported to the client via 'match_error'. If match mode is disabled /
* the queue is absent, respond benignly and return.
* @param {Object} socket
* @param {{action?:('join'|'leave'), economy?:string}} data
*/
async _handleMatchQueue(socket, data = {}) {
try {
// Match disabled or queue not wired → benign no-op.
if (!this.matchQueue || (typeof this.matchQueue.isEnabled === 'function' && !this.matchQueue.isEnabled())) {
return;
}
const session = await this._resolveMatchSession(socket);
if (!session) {
socket.emit('match_error', { message: 'Please reconnect before joining a match.' });
return;
}
const economy = (data && typeof data.economy === 'string') ? data.economy : undefined;
const action = (data && data.action === 'leave') ? 'leave' : 'join';
// Carry economy on the session too, so a leave(session) that keys on economy and
// an enqueue(session,{economy}) that keys on the explicit arg both stay correct.
const matchSession = { ...session, economy };
if (action === 'leave') {
await this.matchQueue.leave(matchSession);
} else {
await this.matchQueue.enqueue(matchSession, { economy });
}
} catch (err) {
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] _handleMatchQueue error:', err.message);
socket.emit('match_error', { message: 'Could not update the match queue. Please try again.' });
}
}
/**
* Handle a match-mode reconnect (C5). Resolves identity from the connection and hands the
* live socket + session to the match manager. Same never-throw discipline as the other
* match listeners; benign no-op when match mode is disabled.
*/
async _handleMatchReconnect(socket, data = {}) {
try {
if (!this.matchManager || this.matchManager.enabled === false) {
return;
}
const session = await this._resolveMatchSession(socket);
if (!session) return;
await this.matchManager.handleReconnect(socket, session);
} catch (err) {
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] match_reconnect error:', err.message);
socket.emit('match_error', { message: 'Could not rejoin the match.' });
}
}
/** Return the active socket instance by id (io.sockets.sockets Map) */
_getLiveSocket(socketId) {
try {
@@ -855,7 +974,16 @@ class SocketHandlers {
// Clean up tavern presence
if (this.tavernManager) {
this.tavernManager.handleDisconnect(socketId);
this.matchManager.handleDisconnect(socketId, null);
}
// Clean up match presence (starts the AFK grace timer). New signature takes the
// live socket (C5). Guarded so a match-layer fault can't abort disconnect cleanup.
if (this.matchManager) {
try {
this.matchManager.handleDisconnect(socket);
} catch (err) {
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] match handleDisconnect error:', err.message);
}
}
// Evict the cached session row LAST (after the suspend logic above read it),
@@ -1084,14 +1212,16 @@ class SocketHandlers {
* Start games for waiting players when a new block is found
*/
async startGamesForWaiting(blockHeight) {
return await this.queueHandler.startGamesForWaiting(blockHeight);
// Also drain match-mode queues on the new block.
// Start queued single-player games first and capture the result to return.
const result = await this.queueHandler.startGamesForWaiting(blockHeight);
// Then drain match-mode queues on the same block, fire-and-forget so a match-layer
// error can never block or fail single-player block processing (MP-C3).
if (this.matchScheduler) {
this.matchScheduler.onBlock(blockHeight).catch(err => {
if (this.debugManager.CONSOLE_LOGGING) console.error('[SocketHandlers] Match scheduler block error:', err);
});
}
return result;
}
/**
@@ -1110,9 +1240,25 @@ class SocketHandlers {
const now = Date.now();
const snapshot = Array.from(this.activeGames.entries());
for (const [socketId, game] of snapshot) {
// G3: the snapshot can go stale while we await a previous game-over. If this game
// was concurrently won or otherwise ended (removed from activeGames on another
// async path), never re-end it here as a loss/timeout.
if (!this.activeGames.has(socketId)) continue;
const user = this.connectionHandler.getUserBySocket(socketId);
if (!user) continue;
// G1/C3: only end when the entry block is DEFINED and a later block has arrived.
// If we've never recorded an entry block for this player, record the current
// height as the first observation instead of treating a missing value as either
// immortal (never times out) or instant-death (times out on the first tick).
if (user.blockRec == null) {
user.blockRec = currentHeight;
continue;
}
const elapsedMs = now - (game.startedAt || now);
if (user && user.blockRec && currentHeight > user.blockRec && elapsedMs >= graceMs) {
if (currentHeight > user.blockRec && elapsedMs >= graceMs) {
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`💀 GAME TIMEOUT for player ${socketId}: entered on block ${user.blockRec}, died on block ${currentHeight}`);
}
+38 -2
View File
@@ -57,6 +57,13 @@ class SuspendedGameManager {
hasTreasure: game.player?.hasTreasure || false,
moveCount: game.moveCount || 0,
blockHeight: game.blockHeight || null,
// Entry block height (blockRec) for reconnect timeout continuity (C3).
// Prefer an explicit value from the caller, then the value captured on the
// game object at creation. Never invent one — a missing value stays null so
// the timeout logic treats it as "not yet observed" rather than instant-death.
blockRec: (additionalState.blockRec !== undefined && additionalState.blockRec !== null)
? additionalState.blockRec
: (game.blockRec ?? game.blockHeight ?? null),
...additionalState
};
@@ -114,7 +121,33 @@ class SuspendedGameManager {
// Update game with new socket ID
game.socketId = newSocketId;
// Keep a stable DB user id on the game object so completeGame can key on it
// without any socket_id lookup. It is normally stamped at creation; backfill
// from the alias just in case an older game object only carries one of them.
if (game.userId == null && game.dbUserId != null) game.userId = game.dbUserId;
if (game.dbUserId == null && game.userId != null) game.dbUserId = game.userId;
// Align the persisted game row's socket_id to the reconnecting socket so
// downstream row-matching (game-over UPDATE, completion) stays consistent.
// Fire-and-forget so restoreGame remains synchronous for its callers.
try {
const db = game.db || suspended.db || null;
if (db && game.id) {
Promise.resolve(
db.query('UPDATE games SET socket_id = $1 WHERE dungeon_seed = $2', [newSocketId, game.id])
).catch((err) => {
if (this.debugManager?.CONSOLE_LOGGING) {
console.warn(`[SuspendedGameManager] socket_id realign failed for game ${game.id}: ${err.message}`);
}
});
}
} catch (err) {
if (this.debugManager?.CONSOLE_LOGGING) {
console.warn(`[SuspendedGameManager] socket_id realign threw for game ${game.id}: ${normalizeError(err).message}`);
}
}
// Update the user reference if provided
if (newUser) {
game.user = newUser;
@@ -136,7 +169,10 @@ class SuspendedGameManager {
return {
game,
suspendedState: suspended
suspendedState: suspended,
// Expose the entry block height so the reconnect path can restore
// memUser.blockRec and keep the block-timeout logic continuous (C3).
blockRec: suspended.blockRec ?? null
};
}
+94 -1
View File
@@ -799,9 +799,12 @@ router.get('/api/admin/users', adminAuth, asyncHandler(async (req, res) => {
LIMIT $1 OFFSET $2
`, params);
// Build the count query from the SAME params list as the main query so the
// shared ${whereClause} (which references $3 when searching) always has its
// parameter supplied. Passing a one-element array here threw for any search term.
const countResult = await db.query(`
SELECT COUNT(*) as total FROM users ${whereClause}
`, search && search.length >= 3 ? [`%${search}%`] : []);
`, search && search.length >= 3 ? params : []);
res.json({
users: result.rows.map(u => ({
@@ -882,9 +885,51 @@ router.get('/api/admin/users/:id', adminAuth, asyncHandler(async (req, res) => {
});
}));
/**
* Scan the wallet for a recent OUTGOING transfer to this payout's address (and,
* when known, matching amount). Used before force-retrying a needs_review payout
* that has no recorded tx_hash — if the funds already left the wallet we must NOT
* re-send. Conservative: any RPC failure is treated as "not clean" so we never
* risk a silent double-pay.
* Returns { clean: boolean, txid?: string }.
*/
async function isRecentTransferClean(payout) {
try {
const resp = await walletRPCService.rpcCall('get_transfers', {
out: true,
pending: true,
pool: true,
account_index: walletRPCService.accountIndex || 0
});
const target = String(payout.payout_address || '');
const amt = Number(payout.amount);
for (const bucket of ['out', 'pending', 'pool']) {
const list = resp.result?.[bucket];
if (!Array.isArray(list)) continue;
for (const tx of list) {
const dests = Array.isArray(tx.destinations) ? tx.destinations : [];
for (const d of dests) {
if (d.address === target && (!Number.isFinite(amt) || amt <= 0 || Number(d.amount) === amt)) {
return { clean: false, txid: tx.txid };
}
}
// Some transfers record the recipient at the top level without destinations.
if (target && tx.address === target) {
return { clean: false, txid: tx.txid };
}
}
}
return { clean: true };
} catch (err) {
// Can't verify -> assume NOT clean to avoid a double-pay.
return { clean: false, txid: null, error: err.message };
}
}
// POST /api/admin/payouts/:id/retry - Manually retry a failed payout
router.post('/api/admin/payouts/:id/retry', adminAuth, asyncHandler(async (req, res) => {
const { id } = req.params;
const confirm = req.query.confirm === 'true' || !!(req.body && req.body.confirm === true);
const payoutResult = await db.query(`
SELECT * FROM payouts WHERE id = $1
@@ -900,6 +945,54 @@ router.post('/api/admin/payouts/:id/retry', adminAuth, asyncHandler(async (req,
throw new ValidationError('Payout already completed');
}
// M2: never allow a silent double-pay. Before resetting a payout to 'pending'
// (which requeues it for a fresh transfer) prove the funds have NOT already left
// the wallet.
if (payout.tx_hash) {
// A tx hash is recorded — verify it is NOT on-chain before retrying.
let txStatus;
try {
txStatus = await walletRPCService.checkTransactionStatus(payout.tx_hash);
} catch (err) {
// RPC uncertain — refuse rather than risk re-sending.
return res.status(409).json({
success: false,
message: `Could not verify on-chain status of tx ${payout.tx_hash}: ${err.message}. Refusing to retry.`
});
}
if (txStatus && txStatus.exists) {
// Tx is on-chain (confirmed or in mempool): the payout already went out.
return res.status(409).json({
success: false,
message: `Payout tx ${payout.tx_hash} is already on-chain (confirmed=${txStatus.confirmed}, in_mempool=${txStatus.in_mempool}). Refusing to retry to avoid a double-pay.`,
onChain: true,
txStatus
});
}
// Not found on-chain -> safe to reset for retry.
} else if (payout.status === 'needs_review') {
// No tx_hash but flagged for manual review: require an explicit confirm flag AND
// a clean recent-transfer check before allowing a resend.
if (!confirm) {
return res.status(400).json({
success: false,
message: 'Payout is in needs_review with no tx_hash. Pass ?confirm=true (or {confirm:true}) to force a retry after manual review.',
requiresConfirm: true
});
}
const clean = await isRecentTransferClean(payout);
if (!clean.clean) {
return res.status(409).json({
success: false,
message: clean.error
? `Refusing to retry: could not verify recent transfers (${clean.error}).`
: `Refusing to retry: found a recent outgoing transfer to ${payout.payout_address} (txid ${clean.txid}) that may already fulfill this payout.`,
onChain: !clean.error,
txid: clean.txid || undefined
});
}
}
// Reset status to pending for retry
await db.query(`
UPDATE payouts SET status = 'pending', last_error = 'Manual retry requested' WHERE id = $1