add early entry and help screens for new users

This commit is contained in:
jwinterm
2025-12-26 10:21:25 -05:00
parent f1c86a084b
commit aec1c71a8c
12 changed files with 743 additions and 3 deletions
+7
View File
@@ -13,6 +13,13 @@ const DEFAULT_CONFIG = Object.freeze({
minPayment: 1000000000n, // 0.01 WOW in atomic units
maxPayment: 100000000000000n // 1,000 WOW in atomic units
},
// Early entry allows free/credits mode players to start immediately without waiting for next block
// Risk: If next block is found before they escape, they lose (timeout)
earlyEntry: {
enabled: true, // Master toggle for early entry feature
allowInFreeMode: true, // Allow early entry in free mode
allowInCreditsMode: true // Allow early entry when using credits
},
modes: {
direct: {
enabled: true,
+6
View File
@@ -12,6 +12,7 @@ const {
getDecimalDivisor
} = require('./helpers/gameModeUtils');
const { ValidationError, normalizeError } = require('../utils/errors');
const paymentConfig = require('../config/paymentConfig');
const DEFAULT_SINGLE_GAME_PRICE = 5000000000; // 0.005 XMR or 0.05 WOW depending on currency decimals
const DEFAULT_CREDITS_PACKAGE_PRICE = 50000000000;
@@ -1066,6 +1067,11 @@ class GameModeManager {
paymentRequired: this.paymentsEnabled,
creditsSystem: this.creditsModeEnabled,
payouts: this.directPayoutMultipliers.escape > 0 || this.creditPayoutMultipliers.escape > 0
},
earlyEntry: {
enabled: paymentConfig.earlyEntry?.enabled ?? false,
allowInFreeMode: paymentConfig.earlyEntry?.allowInFreeMode ?? false,
allowInCreditsMode: paymentConfig.earlyEntry?.allowInCreditsMode ?? false
}
};
}
+141
View File
@@ -120,6 +120,147 @@ class QueueHandler {
};
}
/**
* Check if early entry is allowed for the current mode
* @returns {Object} { allowed: boolean, reason: string }
*/
isEarlyEntryAllowed() {
if (!this.gameModeManager) {
return { allowed: true, reason: 'No game mode manager' };
}
const config = this.gameModeManager.configSnapshot;
const earlyEntry = config?.earlyEntry;
// Check master toggle
if (!earlyEntry?.enabled) {
return { allowed: false, reason: 'Early entry is disabled' };
}
const mode = this.gameModeManager.gameMode;
// Check mode-specific toggles
if (mode === 'FREE' && !earlyEntry.allowInFreeMode) {
return { allowed: false, reason: 'Early entry not allowed in free mode' };
}
if (mode === 'PAID_CREDITS' && !earlyEntry.allowInCreditsMode) {
return { allowed: false, reason: 'Early entry not allowed in credits mode' };
}
// PAID_SINGLE (direct payment) should NOT allow early entry - players paid for a full block
if (mode === 'PAID_SINGLE') {
return { allowed: false, reason: 'Early entry not allowed for direct payment games' };
}
return { allowed: true, reason: `Early entry allowed for ${mode}` };
}
/**
* Handle early entry request - start game immediately without waiting for next block
* Risk: Player will die if next block is found before they escape
*/
async handleEarlyEntry(socket, getUserBySocket) {
try {
// Rate limiting
const rateLimitResult = await this.rateLimiter.checkLimit(socket.id, 'game:queue');
if (!rateLimitResult.allowed) {
const msg = `Please wait ${Math.ceil(rateLimitResult.retryAfter / 1000)} seconds before trying again.`;
socket.emit('early_entry_error', { message: msg });
this.broadcastManager.sendStatusUpdate(socket.id, 'warning', msg);
return { success: false, reason: 'rate_limited' };
}
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`⚡ Player ${socket.id} requested early entry`);
}
// Check if early entry is allowed
const earlyEntryCheck = this.isEarlyEntryAllowed();
if (!earlyEntryCheck.allowed) {
socket.emit('early_entry_error', { message: earlyEntryCheck.reason });
this.broadcastManager.sendStatusUpdate(socket.id, 'error', earlyEntryCheck.reason);
return { success: false, reason: earlyEntryCheck.reason };
}
const currentUser = getUserBySocket(socket.id);
if (!currentUser) {
const msg = 'Error: Could not start game. Please try again.';
socket.emit('early_entry_error', { message: msg });
this.broadcastManager.sendStatusUpdate(socket.id, 'error', msg);
return { success: false, reason: 'user_not_found' };
}
// Check if already in queue
if (this.queueManager.isPlayerQueued(socket.id)) {
const msg = 'You are already in the queue! Use early entry only when not queued.';
socket.emit('early_entry_error', { message: msg });
this.broadcastManager.sendStatusUpdate(socket.id, 'info', msg);
return { success: false, reason: 'already_queued' };
}
// Check if already in a game
if (this.activeGames.has(socket.id)) {
const msg = 'You are already in a game!';
socket.emit('early_entry_error', { message: msg });
this.broadcastManager.sendStatusUpdate(socket.id, 'error', msg);
return { success: false, reason: 'already_in_game' };
}
// Check payment eligibility
const paymentCheckResult = await this._checkPaymentEligibility(socket.id);
if (!paymentCheckResult.allowed) {
switch (paymentCheckResult.action) {
case 'set_address':
this.broadcastManager.sendStatusUpdate(socket.id, 'payment', '⚠️ Paste your payout address first, then type confirm.');
break;
case 'make_payment':
await this.paymentHandlers.createAndShowPaymentRequest(socket);
break;
default:
this.broadcastManager.sendStatusUpdate(socket.id, 'error',
paymentCheckResult.reason || 'Not allowed to start game');
}
return { success: false, reason: paymentCheckResult.reason };
}
// Record the attempt
await this.rateLimiter.recordAttempt(socket.id, 'game:queue');
// Start the game immediately
const currentBlock = this.debugManager.getCurrentBlockHeight();
// For early entry, the player's blockRec is set to current block
// This means they will die when the NEXT block is found (currentBlock + 1)
const result = await this.queueManager.startEarlyGame(socket.id, currentUser, currentBlock);
if (result.success) {
// Emit early entry success event
socket.emit('early_entry_success', { blockHeight: currentBlock });
this.broadcastManager.sendStatusUpdate(socket.id, 'info',
`⚡ Early entry! Game started on block ${currentBlock}. Escape before block ${currentBlock + 1}!`);
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`⚡ EARLY ENTRY: Player ${socket.id} started on block ${currentBlock}`);
}
return { success: true, blockHeight: currentBlock };
} else {
// Emit early entry error event
socket.emit('early_entry_error', { message: result.reason || 'Failed to start early game' });
this.broadcastManager.sendStatusUpdate(socket.id, 'error', result.reason || 'Failed to start early game');
return { success: false, reason: result.reason };
}
} catch (error) {
const normalized = normalizeError(error, 'Failed to start early game');
console.error('handleEarlyEntry error:', normalized.message);
socket.emit('early_entry_error', { message: normalized.message });
this.broadcastManager.sendStatusUpdate(socket.id, 'error', normalized.message);
return { success: false, reason: normalized.message };
}
}
// Private helper methods
/**
+49
View File
@@ -155,6 +155,55 @@ class QueueManager {
}
}
/**
* Start a game immediately for early entry (not from queue)
* Used when player opts for early entry without waiting for block
* @param {string} serverId - Socket ID
* @param {Object} currentUser - User object
* @param {number} blockHeight - Current block height
* @returns {Object} { success: boolean, reason?: string }
*/
async startEarlyGame(serverId, currentUser, blockHeight) {
if (!currentUser) {
return { success: false, reason: 'User not found' };
}
// Check if already in a game
if (this.activeGames && this.activeGames.has(serverId)) {
return { success: false, reason: 'Already in a game' };
}
// Set blockRec to current block - player dies when next block (currentBlock + 1) is found
currentUser.blockRec = blockHeight;
currentUser.isEarlyEntry = true; // Mark as early entry for potential special handling
try {
const game = this.createGameForUser(currentUser, 'standard', { earlyEntry: true });
const gameState = game.getState();
gameState.blockHeight = blockHeight;
gameState.isEarlyEntry = true;
gameState.deathBlock = blockHeight + 1; // Explicit death block for client display
// Include provably fair commitment
if (game.getProofCommitment) {
gameState.proof = game.getProofCommitment();
}
this.io.to(serverId).emit('game_start', gameState);
if (this.CONSOLE_LOGGING) {
console.log(`[QueueManager] ⚡ Early entry game started for ${serverId} at block ${blockHeight} (dies at ${blockHeight + 1})`);
}
return { success: true };
} catch (err) {
const normalized = normalizeError(err, 'Failed to start early game');
console.error('[QueueManager] Error starting early game:', normalized.message);
this.io.to(serverId).emit('message', 'Error starting game: ' + normalized.message);
return { success: false, reason: normalized.message };
}
}
/**
* Get list of pending games (players waiting in queue)
* Used by spectator system to show upcoming games
+23
View File
@@ -378,6 +378,7 @@ class SocketHandlers {
}
});
socket.on('auto_start', () => this.handleAutoStart(socket)); // New handler for start button
socket.on('early_entry', () => this.handleEarlyEntry(socket)); // Early entry without waiting for block
socket.on('address:prompt', () => this.handleAddressPrompt(socket));
// Payment system handlers
@@ -490,6 +491,28 @@ class SocketHandlers {
}
}
/**
* Handle early entry request - start game immediately without waiting for block
* Only available for free mode and credits mode (not direct payment mode)
*/
async handleEarlyEntry(socket) {
try {
const result = await this.queueHandler.handleEarlyEntry(
socket,
this.connectionHandler.getUserBySocket.bind(this.connectionHandler)
);
if (result.success) {
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`⚡ Early entry successful for ${socket.id}`);
}
}
} catch (err) {
console.error('handleEarlyEntry error:', err);
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Unexpected error with early entry.');
}
}
async handleAddressPrompt(socket) {
try {
if (this.chatHandler && typeof this.chatHandler.promptAddress === 'function') {