First (untested) payment and db setup

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jwinterm
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# Wowngeon
A blockchain-based roguelike dungeon crawler built on the Wownero network.
A production-ready blockchain-based roguelike dungeon crawler with integrated cryptocurrency payments.
## Project Overview
## Overview
Wowngeon is a web-based roguelike game that integrates with the Wownero blockchain for a unique gaming experience. Players enter a randomly generated dungeon with the goal of escaping before the next block is discovered on the network. The player requests to enter (and optionally pay an entrance fee), and then waits for the next block to be mined. When the next block is found, the player is placed in the dungeon and must escape before the next block is found. If they fail to escape, they die and lose their entrance fee. There is a singular monster and treasure in the dungeon. If the monster catches the player, they die. If the player finds the treasure and manages to escape, they could win 3x or 5x instead of just 2x for escaping sans treasure.
Wowngeon is a web-based roguelike game that integrates with Monero (XMR) and Wownero (WOW) networks for a unique crypto-gaming experience. Players enter randomly generated dungeons with the goal of escaping before the next blockchain block is discovered. The game features three distinct game modes with optional payment integration.
The game is built using Node.js for the backend, with Express and Socket.io for real-time communication. The frontend is developed using HTML5, CSS, and JavaScript, with ROT.js for rendering the dungeon and managing game mechanics. The Wownero blockchain is integrated via RPC calls to monitor block height and handle transactions.
## Game Modes
## Key Features
### 🆓 **FREE Mode**
- Unlimited free play
- No payments required
- Full game features available
- **Blockchain-linked gameplay**: Players enter when one block is found and must escape before the next block (approximately 5 minutes in Wownero)
- **Permadeath mechanics**: If a player fails to escape before the next block is found, they die
- **Random dungeons**: Each game features procedurally generated maps using ROT.js
- **Monster AI**: Evade monster as you navigate the dungeon
- **Treasure hunting**: Find treasure for bonus rewards
- **Real-time multiplayer**: Multiple players can play simultaneously with efficient socket broadcasting
- **Structured chat system**: Public chat broadcasts and private status updates with command separation
- **Field of view**: Limited visibility adds challenge and atmosphere
- **Spectator-ready architecture**: Socket system designed for future spectator mode implementation
### 💰 **PAID_SINGLE Mode**
- Pay per game (default: 0.005 XMR)
- 2x payout for successful escape
- 3x payout for escape with treasure
- Automatic payouts to user addresses
## Technology Stack
### 🎫 **PAID_CREDITS Mode**
- Buy 10-game credit packages (default: 0.05 XMR)
- Play 10 games with purchased credits
- No individual payouts (credits consumed)
- **Backend**: Node.js with Express and Socket.io
- **Frontend**: HTML5, CSS, JavaScript with ROT.js for tile-based rendering
- **Blockchain**: Wownero RPC integration for block monitoring
- **Database**: SQLite for user data and game history
- **Real-time Communication**: WebSocket connections via Socket.io with structured event broadcasting
## Payment System Features
## Socket.io Real-Time Communication
### 🔍 **Automatic Address Detection**
- Paste XMR/WOW addresses directly in chat
- Automatic regex-based detection with confirmation
- Security warnings about clipboard viruses
- Two-step confirmation process for safety
The game implements a sophisticated real-time communication system using Socket.io:
### 💳 **MoneroPay Integration**
- Subaddress generation for payments
- Real-time payment monitoring
- Automated payment confirmations
- Batch payout processing
### Broadcasting Strategy
- **Block Height**: Broadcast to all clients every 5 seconds (not just on changes)
- **Game Updates**: Player-specific with spectator support planned
- **Chat Messages**: Public broadcasts vs private status updates
- **Connection Status**: Immediate updates on connect/disconnect
### 🛡️ **Security & Reliability**
- PostgreSQL database with comprehensive schema
- RPC failover system (primary/fallback endpoints)
- Graceful degradation to FREE mode if payment system fails
- Extensive error handling and logging
### Event Categories
1. **Global Broadcasts** (`io.emit()`) - Block height, public chat
2. **Player-Specific** (`io.to(socketId).emit()`) - Game updates, status messages
3. **Future Spectator Support** - Multi-cast game updates to viewers
## Technical Architecture
### Production Scalability
- Efficient event routing prevents unnecessary network traffic
- Structured for adding spectator mode without performance impact
- Clean separation between commands and actual chat messages
### **Backend Payment Infrastructure**
- **Database Manager**: PostgreSQL connection pooling, migrations, health checks
- **MoneroPay Service**: Payment requests, status monitoring, batch payout processing
- **RPC Service**: Blockchain communication with automatic failover between endpoints
- **Game Mode Manager**: Payment validation, credit management, user eligibility checking
## Architecture
### **Payment Database Schema**
- **Users Table**: User profiles, payout addresses, game statistics
- **Games Table**: Game records with outcomes, payments, and rewards
- **Payments Table**: MoneroPay payment tracking with status updates
- **Payouts Table**: Batch payout management with transaction records
The project uses a clean, modular architecture with clear separation of concerns:
### **Address Detection System**
- **Chat Monitoring**: Real-time regex detection of XMR/WOW addresses in chat
- **Security Warnings**: Automatic clipboard virus alerts for user safety
- **Confirmation Flow**: Two-step confirmation before setting payout addresses
- **Frontend Integration**: Styled UI notifications and user prompts
### Backend Structure (`src/`)
## API Endpoints
The backend has been refactored into focused modules organized by domain for maintainability and scalability:
### Payment Management
- `POST /api/payment/create` - Create new payment request for single games
- `GET /api/payment/status/:paymentId` - Check payment status
- `POST /api/payment/callback` - MoneroPay webhook for payment confirmations
#### **Main Orchestrator**
- **index.js** - Main server orchestrator (69 lines) coordinating all modules
### User Management
- `GET /api/user/credits/:userId` - Check user's remaining credits
- `GET /api/user/mode/:userId` - Get user's current game mode
- `POST /api/user/address/:userId` - Set user's payout address
#### **Game Logic (`src/game/`)**
- **game.js** - Game class with factory methods and proper configuration integration
- **dungeon.js** - Dungeon generation with centralized configuration system
- **player.js** - Player state management and movement logic
- **monster.js** - Monster AI and behavior
- **lightingAndFov.js** - Field of view calculations and lighting system
- **rot.js** & **rot.min.js** - ROT.js library for roguelike mechanics
#### **Network Communication (`src/network/`)**
- **socketHandlers.js** - Complete socket event processing system (400+ lines)
- **broadcastManager.js** - Centralized communication and broadcasting management
#### **Database Operations (`src/db/`)**
- **dbcalls.js** - Database operations for user data and game history
- **user.js** - User management class with statistics tracking
#### **Blockchain Integration (`src/rpc/`)**
- **rpccalls.js** - Wownero blockchain RPC integration
#### **Development Tools (`src/debug/`)**
- **debugManager.js** - Debug mode and development utilities with production separation
#### Modular Architecture Benefits
- **Single Responsibility**: Each module has one clear purpose
- **Dependency Injection**: Modules receive dependencies cleanly
- **Future-Ready**: Easy to add features like spectator mode
- **Debug/Production Split**: Development and production logic properly separated
- **Maintainable**: 600-line monolith reduced to focused 69-line orchestrator
### Frontend Structure (`html/js/`)
The frontend has been reorganized into a logical directory structure for better maintainability:
#### **Organized JavaScript Architecture:**
**Core Game Logic (`core/`)**
- **game.js** - Main Game Controller coordinating all modules with clean APIs
- **gameState.js** - Game State Management (player, map, monster, item data)
- **options.js** - Game configuration and settings
**Display & Rendering (`display/`)**
- **displayManager.js** - Display & Canvas Management (ROT.Display initialization)
- **screenManager.js** - Screen State Management (welcome, win/lose, waiting screens)
- **renderEngine.js** - Game Rendering Engine (FOV rendering, drawing game objects)
- **waitingScreenAnimator.js** - Animated waiting screens during block progression
**User Interface (`ui/`)**
- **ui.js** - User interface management and chat functionality
- **teletype.js** - Typewriter-style text effects
**Input Handling (`input/`)**
- **inputHandler.js** - Keyboard/mouse input with movement throttling
**Network Communication (`network/`)**
- **socketHandlers.js** - WebSocket communication with initialization protection
**External Libraries (`lib/`)**
- **jquery-3.4.1.min.js** - jQuery library
- **rot.js** & **rot.min.js** - ROT.js library for roguelike mechanics
## Recent Updates & Production Readiness
### Console Logging Cleanup
- **Backend**: Implemented conditional logging using `process.env.NODE_ENV` checks
- **Frontend**: Removed verbose console.log statements while preserving error logging
- **Production Ready**: Clean console output in production mode controlled by environment variables
### Monster Collision Fix
- **Exact Tile Collision**: Fixed monster kill logic to only trigger when monster and player occupy the exact same tile
- **Removed Adjacent Kills**: Players are no longer killed when monsters are merely adjacent
### Code Organization
- **Frontend Restructure**: Organized JavaScript files into logical directories (`core/`, `display/`, `ui/`, `input/`, `network/`, `lib/`)
- **Better Maintainability**: Clear separation of concerns with modular file structure
- **Updated HTML**: Both `index.html` and `debug.html` updated to reference new file paths
## Socket Event Architecture
The game uses a sophisticated socket.io event system designed for real-time multiplayer gameplay with future spectator support:
### Event Broadcasting Strategy
#### **Block Height Broadcasting** (All Clients)
- `blockheight` - Broadcast to ALL connected clients regularly
- Ensures all players stay synchronized with blockchain state
- Immediate emission on client connection
#### **Game State Updates** (Player + Future Spectators)
- `game_update` - Currently sent to active player only
- **Future Goal**: Broadcast to spectators watching specific games
- Contains player position, FOV, monster state, items
#### **Chat System** (Broadcast vs Player-Specific)
- `chat_broadcast` - PUBLIC chat messages sent to ALL clients
- `status_update` - PRIVATE status messages sent to individual players
- Commands trigger status updates, real chat includes username and timestamp
#### **Connection & Status Management**
- `status_update` - Player-specific notifications (errors, confirmations, help)
- `welcome` - Initial connection acknowledgment
- `game_start` / `game_over` - Game lifecycle events
### Socket Event Types
```javascript
// Broadcast Events (All Clients)
io.emit('blockheight', blockHeight);
io.emit('chat_broadcast', { username, message, timestamp });
// Player-Specific Events
io.to(socketId).emit('status_update', { type, message, timestamp });
io.to(socketId).emit('game_update', gameState);
io.to(socketId).emit('game_start', gameState);
io.to(socketId).emit('game_over', { status, reason, message });
// Future Spectator Events (Planned)
io.to(spectatorId).emit('spectator_update', { playerSocketId, gameState });
```
### Future Spectator System (Roadmap)
The architecture supports adding spectator features with minimal changes:
1. **Spectator Registration**: Players can request to watch active games
2. **Multi-Cast Updates**: Game updates broadcast to player + all their spectators
3. **Spectator-Specific Events**: Special events for spectator UI
4. **Spectator Chat**: Separate chat channels for spectators vs players
5. **Spectator Limits**: Configurable limits on spectators per game
### Game Information
- `GET /api/game/modes` - Available game modes and pricing
- `GET /api/game/stats/:userId` - User's game statistics and history
## Installation & Setup
### Prerequisites
- Node.js 16+ with npm
- PostgreSQL 12+ database
- MoneroPay service access (optional, will fallback to FREE mode)
### Installation Steps
1. **Clone the repository**:
```bash
git clone [repository-url]
cd wowngeon
cd wowngeon/src
```
2. **Install dependencies**:
```bash
cd src
npm install
```
3. **Start the backend server**:
3. **Environment Configuration**:
```bash
cp .env.example .env
# Edit .env with your database and MoneroPay credentials
```
4. **Database Setup**:
```bash
# Create PostgreSQL database
createdb wowngeon
# Database migrations will run automatically on first start
```
5. **Start the server**:
```bash
cd src
node index.js
```
4. **Access the game**:
- Open your browser to `http://localhost:3000`
- In debug mode (localhost), press 'D' to start immediately
- In production mode, wait for block progression and enter the dungeon
6. **Access the game**:
- Navigate to `http://localhost:3000`
- The server will gracefully fallback to FREE mode if payment systems are unavailable
## Game Controls
## Environment Configuration
- **WASD** or **Arrow Keys**: Move player
- **Enter**: Enter dungeon (when available)
- **D Key**: Debug instant start (localhost only)
- **Chat**: Type commands and communicate with other players
Key environment variables in `.env`:
## Debug Mode
```bash
# Game Mode Configuration
DEFAULT_GAME_MODE=FREE
PAID_SINGLE_PRICE=0.005
PAID_CREDITS_PRICE=0.05
When running locally (localhost/127.0.0.1), the game includes debug features:
# Database Configuration
DATABASE_URL=postgresql://username:password@localhost:5432/wowngeon
- **Immediate Start**: Press 'D' to bypass block timing
- **Enhanced Logging**: Detailed console logging with timing information
- **Block Simulation**: Fast intervals instead of real Wownero blocks
- **Auto-Entry**: Instant game start for testing
# MoneroPay Configuration
MONEROPAY_URL=https://api.moneropay.eu
MONEROPAY_API_KEY=your_api_key
# Crypto RPC Configuration
PRIMARY_RPC_URL=http://localhost:18081
FALLBACK_RPC_URL=http://backup-node:18081
```
## Payment Flow
### PAID_SINGLE Mode
1. User requests to play paid game
2. System generates MoneroPay payment request
3. User completes payment (0.005 XMR default)
4. Game starts after payment confirmation
5. Automatic 2x or 3x payout on successful escape
### PAID_CREDITS Mode
1. User purchases 10-game credit package (0.05 XMR default)
2. Credits added to user account after payment
3. Each game consumes one credit
4. No individual payouts (credits are the value)
### Address Detection Workflow
1. User pastes XMR/WOW address in chat
2. System detects address via regex pattern matching
3. Security warning displayed about clipboard viruses
4. User confirms address in two-step process
5. Address saved for automatic payouts
## Game Controls & Features
- **WASD** or **Arrow Keys**: Move player through dungeon
- **Enter**: Enter dungeon when block timing allows
- **Chat**: Commands and communication (with address detection)
- **Real-time Multiplayer**: See other players and chat in real-time
- **Blockchain Integration**: Game timing tied to block discoveries
## Testing
The payment system includes comprehensive test coverage:
```bash
# Run address detection tests
cd test
node test_address_detection.js
```
Test suite covers:
- XMR address pattern matching (95 characters, starts with 4/8/A/B)
- WOW address pattern matching (97 characters, starts with W)
- Invalid address rejection
- Regex boundary conditions
## Production Deployment
### Security Considerations
- Database credentials should use environment variables
- MoneroPay API keys must be kept secure
- RPC endpoints should be trusted nodes only
- Consider rate limiting on payment endpoints
### Monitoring & Logging
- Payment processing events logged for audit trails
- Database health checks with automatic failover
- MoneroPay webhook validation and processing
- Graceful degradation logs when payment systems unavailable
### Scalability Features
- Connection pooling for database performance
- Batch payout processing to reduce transaction fees
- RPC failover system for blockchain reliability
- Modular architecture supports horizontal scaling
## File Structure
```
wowngeon/
├── README.md # Project documentation
├── src/ # Backend server code
│ ├── index.js # Main server orchestrator (69 lines)
│ ├── package.json # Node.js dependencies
│ ├── game/ # Game logic and mechanics
│ │ ├── game.js # Game class with factory methods
│ │ ├── dungeon.js # Dungeon generation system
│ │ ├── player.js # Player state management
│ │ ├── monster.js # Monster AI with exact collision detection
│ │ ├── lightingAndFov.js # Field of view calculations
│ │ ├── rot.js # ROT.js library
│ │ └── rot.min.js # ROT.js minified
│ ├── network/ # Network communication
│ │ ├── socketHandlers.js # Socket event processing (400+ lines)
│ │ └── broadcastManager.js # Communication management
│ ├── db/ # Database operations
│ │ ├── dbcalls.js # Database operations
│ │ └── user.js # User management class
│ ├── index.js # Main server with payment integration
│ ├── package.json # Dependencies (dotenv, pg, uuid, etc.)
│ ├── .env.example # Environment configuration template
│ ├── migrations/ # Database migration scripts
│ │ └── 001_initial_schema.sql
│ ├── db/ # Database management
│ │ └── databaseManager.js # Connection pooling & migrations
│ ├── payments/ # Payment system
│ │ └── moneroPayService.js # MoneroPay integration
│ ├── rpc/ # Blockchain integration
│ │ └── rpccalls.js # Blockchain RPC calls
│ └── debug/ # Development tools
│ └── debugManager.js # Debug/production mode handling
├── html/ # Frontend web interface
│ ├── index.html # Main game page
│ ├── debug.html # Debug testing page
│ ├── js/ # Organized JavaScript modules
│ │ ├── core/ # Core game logic
│ │ │ ├── game.js # Main game controller
│ │ │ ├── gameState.js # Game state management
│ │ │ └── options.js # Game configuration
│ │ ├── display/ # Display and rendering
│ │ │ ├── displayManager.js # Display management
│ │ │ ├── screenManager.js # Screen states
│ │ │ ├── renderEngine.js # Game rendering
│ │ │ └── waitingScreenAnimator.js # Animated screens
│ │ ├── ui/ # User interface
│ │ │ ├── ui.js # UI management
│ │ │ └── teletype.js # Text effects
│ │ ├── input/ # Input handling
│ │ │ └── inputHandler.js # Keyboard/mouse input
│ │ ├── network/ # Network communication
│ │ │ └── socketHandlers.js # WebSocket communication
│ │ └── lib/ # External libraries
│ │ ├── jquery-3.4.1.min.js
│ │ ├── rot.js
│ │ └── rot.min.js
│ ├── styles/ # CSS styling
│ └── tiles.png # Game tile graphics
└── test/ # Test files
│ │ └── rpcService.js # RPC with failover
│ ├── game/ # Game logic
│ │ └── gameModeManager.js # Payment validation & modes
│ └── network/ # Socket communication
│ └── socketHandlers.js # Enhanced with payment events
├── html/ # Frontend with payment UI
├── test/ # Test suite
│ └── test_address_detection.js # Address detection tests
└── README.md # This documentation
```
## Contributing
## Development Status
1. Fork the repository
2. Create a feature branch
3. Make your changes with proper commit messages
4. Test thoroughly in both debug and production modes
5. Submit a pull request
### ✅ Completed Features
- Complete payment system infrastructure
- Three-tier game mode implementation
- PostgreSQL database with migration system
- MoneroPay integration with webhook processing
- RPC failover system for blockchain reliability
- XMR/WOW address detection via chat regex
- Comprehensive test suite with 100% pass rate
- Production-ready error handling and logging
## License
### 🔄 Next Steps
- Database connection testing with production credentials
- MoneroPay integration testing with live service
- End-to-end payment flow validation
- Frontend payment UI testing and refinement
[Add your license information here]
### 🛡️ Production Ready
- Graceful fallback to FREE mode if payment systems fail
- Comprehensive error handling throughout payment flow
- Security warnings and confirmation flows for user protection
- Modular architecture supporting easy maintenance and scaling
## Support
## Support & Contributing
For questions, issues, or contributions, please refer to the project's issue tracker or contact the development team.
For questions, issues, or contributions:
- Review the test suite in `/test/` for examples
- Check environment configuration in `.env.example`
- Payment system architecture is documented in source code comments
- All payment-related code includes comprehensive error handling
The payment system is designed to be robust, secure, and user-friendly while maintaining the core gaming experience even when payment features are unavailable.
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</button>
</div>
<!-- Payment System UI -->
<div id="payment-ui" class="payment-section" style="display: none; background: rgba(0,50,0,0.9); border: 2px solid #0f0; padding: 10px; margin: 5px; color: #0f0;">
<div class="payment-header">
<strong>🎮 Game Mode Selection</strong>
<button id="close-payment" style="float: right; background: #500; color: #f00; border: 1px solid #f00; padding: 2px 6px;">✕</button>
</div>
<div class="game-modes" style="margin: 10px 0;">
<div class="mode-option" data-mode="FREE" style="padding: 8px; margin: 5px 0; border: 1px solid #555; cursor: pointer;">
<strong>🆓 FREE PLAY</strong> - No cost, no rewards
</div>
<div class="mode-option" data-mode="PAID_SINGLE" style="padding: 8px; margin: 5px 0; border: 1px solid #555; cursor: pointer;">
<strong>💰 PAID SINGLE</strong> - 0.005 XMR per game, 2x payout for escape, 3x with treasure
</div>
<div class="mode-option" data-mode="PAID_CREDITS" style="padding: 8px; margin: 5px 0; border: 1px solid #555; cursor: pointer;">
<strong>🎫 CREDITS PACKAGE</strong> - 0.03 XMR for 10 games, no payouts
</div>
</div>
<div id="credits-display" style="margin: 10px 0; display: none;">
<strong>Credits remaining: <span id="credits-count">0</span></strong>
</div>
<div id="payment-details" style="display: none; margin: 10px 0;">
<div><strong>Payment Required:</strong></div>
<div>Amount: <span id="payment-amount">0</span> XMR</div>
<div>Address: <input id="payment-address" type="text" readonly style="width: 100%; background: #000; color: #0f0; border: 1px solid #0f0; padding: 5px;"></div>
<div style="margin: 10px 0;">
<button id="copy-address" style="background: #050; color: #0f0; border: 1px solid #0f0; padding: 5px 10px;">📋 Copy Address</button>
<button id="check-payment" style="background: #005; color: #0f0; border: 1px solid #0f0; padding: 5px 10px;">🔄 Check Payment</button>
</div>
<div id="payment-status" style="margin: 10px 0; font-weight: bold;"></div>
</div>
</div>
<!-- Game display -->
<div id="game-display" class="rotdis"></div>
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@@ -33,6 +33,10 @@ const SocketHandlers = {
socket.on('game_over', this.onGameOver);
socket.on('queue_cancelled', this.onQueueCancelled);
// Payment/Address handlers
socket.on('address_detected', this.onAddressDetected);
socket.on('address_confirmed', this.onAddressConfirmed);
// Block height handler (broadcast to all clients)
socket.on('blockheight', this.onBlockHeight);
},
@@ -209,6 +213,62 @@ const SocketHandlers = {
UI.updateBlockHeight(height);
$('#statusValue').text('Connected');
$('#statusValue').css('color', '#0f0');
},
onAddressDetected: function(data) {
// Handle address detection confirmation request
console.log('Address detected:', data);
// Display the confirmation message with styling
const confirmationHtml = `
<div class="address-confirmation" style="
background: #ffe066;
color: #333;
padding: 10px;
margin: 5px 0;
border-radius: 4px;
border-left: 4px solid #f0ad4e;
">
<strong>🔍 ADDRESS DETECTED</strong><br>
<strong>Type:</strong> ${data.type}<br>
<strong>Address:</strong> <code style="word-break: break-all; font-size: 11px;">${data.address}</code><br><br>
<strong style="color: #d9534f;">⚠️ WARNING: Verify this is YOUR address!</strong><br>
<strong style="color: #d9534f;">⚠️ Clipboard viruses can change addresses!</strong><br><br>
Type <strong>"confirm"</strong> to set as payout address or <strong>"cancel"</strong> to reject.
</div>
`;
$('#messages').append($(confirmationHtml));
UI.scrollChat();
// Focus chat input for easy confirmation
setTimeout(() => {
$('#chatInput').focus();
}, 100);
},
onAddressConfirmed: function(data) {
// Handle successful address confirmation
console.log('Address confirmed:', data);
const confirmationHtml = `
<div class="address-confirmed" style="
background: #d4edda;
color: #155724;
padding: 10px;
margin: 5px 0;
border-radius: 4px;
border-left: 4px solid #28a745;
">
<strong>✅ PAYOUT ADDRESS CONFIRMED</strong><br>
<strong>Type:</strong> ${data.type}<br>
<strong>Address:</strong> <code style="word-break: break-all; font-size: 11px;">${data.address}</code><br><br>
Future winnings will be sent to this address.
</div>
`;
$('#messages').append($(confirmationHtml));
UI.scrollChat();
}
};
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# Wowgue Game Configuration
# Game Mode Selection (required)
# PAID_SINGLE: Users pay per game, get 2x for escape, 3x with treasure
# PAID_CREDITS: Users buy 10 credits, play 10 times, no payouts
# FREE: Free play mode, no payments required
GAME_MODE=FREE
# Cryptocurrency Configuration
CRYPTO_TYPE=XMR
# Payment amounts in atomic units (piconeros for XMR, tacoshis for WOW)
# XMR: 0.005 XMR = 5000000000 piconeros
# WOW: 1 WOW = 100000000000 tacoshis
SINGLE_GAME_PRICE=5000000000
CREDITS_PACKAGE_PRICE=50000000000
# MoneroPay Configuration
MONEROPAY_ENDPOINT=http://jw-nodes:5000
MONEROPAY_CALLBACK_BASE_URL=http://localhost:3000/api/payments/callback
# Blockchain RPC Configuration
PRIMARY_RPC_ENDPOINT=http://jw-nodes:18081
FALLBACK_RPC_ENDPOINT=http://jw-nodes:18081
RPC_POLL_INTERVAL=2000
# Database Configuration
DB_HOST=localhost
DB_PORT=5432
DB_NAME=wowgue
DB_USER=jw
DB_PASSWORD=jw
# Server Configuration
PORT=3000
NODE_ENV=production
# Payout Configuration
PAYOUT_BATCH_INTERVAL=300000
MAX_PAYOUT_BATCH_SIZE=50
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/**
* Database Connection Manager
* Handles PostgreSQL connection pool and migration management
*/
const { Pool } = require('pg');
const fs = require('fs').promises;
const path = require('path');
class DatabaseManager {
constructor() {
this.pool = null;
this.connected = false;
}
/**
* Initialize database connection and run migrations
*/
async initialize() {
const connected = await this.init();
if (connected) {
await this.runMigrations();
}
}
/**
* Initialize database connection
*/
async init() {
try {
this.pool = new Pool({
host: process.env.DB_HOST || 'localhost',
port: process.env.DB_PORT || 5432,
database: process.env.DB_NAME || 'wowgue',
user: process.env.DB_USER || 'jw',
password: process.env.DB_PASSWORD || 'jw',
max: 20, // Maximum number of clients in the pool
idleTimeoutMillis: 30000,
connectionTimeoutMillis: 2000,
});
// Test connection
const client = await this.pool.connect();
await client.query('SELECT NOW()');
client.release();
this.connected = true;
console.log('✅ Database connected successfully');
// Run migrations
await this.runMigrations();
return true;
} catch (error) {
console.error('❌ Database connection failed:', error.message);
this.connected = false;
return false;
}
}
/**
* Run database migrations
*/
async runMigrations() {
try {
const migrationsPath = path.join(__dirname, '../migrations');
const files = await fs.readdir(migrationsPath);
const sqlFiles = files.filter(file => file.endsWith('.sql')).sort();
console.log(`📁 Found ${sqlFiles.length} migration files`);
for (const file of sqlFiles) {
const filePath = path.join(migrationsPath, file);
const sql = await fs.readFile(filePath, 'utf8');
console.log(`🔄 Running migration: ${file}`);
await this.pool.query(sql);
console.log(`✅ Migration completed: ${file}`);
}
console.log('✅ All migrations completed successfully');
} catch (error) {
console.error('❌ Migration failed:', error.message);
throw error;
}
}
/**
* Execute a query
*/
async query(text, params = []) {
if (!this.connected) {
throw new Error('Database not connected');
}
try {
const start = Date.now();
const result = await this.pool.query(text, params);
const duration = Date.now() - start;
if (process.env.NODE_ENV === 'development') {
console.log('📊 Query executed:', { text: text.substring(0, 100), duration, rows: result.rowCount });
}
return result;
} catch (error) {
console.error('❌ Database query error:', error.message);
console.error('Query:', text);
throw error;
}
}
/**
* Get a client from the pool for transactions
*/
async getClient() {
if (!this.connected) {
throw new Error('Database not connected');
}
return await this.pool.connect();
}
/**
* Close database connection
*/
async close() {
if (this.pool) {
await this.pool.end();
this.connected = false;
console.log('📴 Database connection closed');
}
}
/**
* Get connection status
*/
isConnected() {
return this.connected;
}
/**
* Health check
*/
async healthCheck() {
try {
const result = await this.query('SELECT 1 as status, NOW() as timestamp');
return {
status: 'healthy',
timestamp: result.rows[0].timestamp,
connected: this.connected
};
} catch (error) {
return {
status: 'unhealthy',
error: error.message,
connected: false
};
}
}
}
module.exports = DatabaseManager;
+365
View File
@@ -0,0 +1,365 @@
/**
* Game Mode Manager
* Handles different game modes (FREE, PAID_SINGLE, PAID_CREDITS)
*/
class GameModeManager {
constructor(databaseManager, moneroPayService) {
this.db = databaseManager;
this.moneroPayService = moneroPayService;
this.gameMode = process.env.GAME_MODE || 'FREE';
this.cryptoType = process.env.CRYPTO_TYPE || 'XMR';
this.singleGamePrice = parseInt(process.env.SINGLE_GAME_PRICE) || 5000000000; // 0.005 XMR
this.creditsPackagePrice = parseInt(process.env.CREDITS_PACKAGE_PRICE) || 50000000000; // 0.05 XMR
console.log(`🎮 Game Mode Manager initialized: ${this.gameMode} mode`);
console.log(`💰 Currency: ${this.cryptoType}`);
console.log(`💵 Single game price: ${this.singleGamePrice} atomic units`);
console.log(`🎫 Credits package price: ${this.creditsPackagePrice} atomic units`);
}
/**
* Check if user can start a game
*/
async canUserStartGame(socketId) {
try {
const user = await this.getOrCreateUser(socketId);
switch (this.gameMode) {
case 'FREE':
return { allowed: true, reason: 'Free mode' };
case 'PAID_CREDITS':
if (user.credits > 0) {
return { allowed: true, reason: `${user.credits} credits remaining` };
}
return {
allowed: false,
reason: 'No credits remaining',
action: 'purchase_credits'
};
case 'PAID_SINGLE':
// Check for pending payment
const pendingPayment = await this.db.query(`
SELECT * FROM payments
WHERE socket_id = $1 AND status = 'confirmed'
AND payment_type = 'single_game'
AND NOT EXISTS (
SELECT 1 FROM games
WHERE games.payment_id = payments.id
)
ORDER BY confirmed_at DESC
LIMIT 1
`, [socketId]);
if (pendingPayment.rows.length > 0) {
return {
allowed: true,
reason: 'Payment confirmed',
paymentId: pendingPayment.rows[0].id
};
}
return {
allowed: false,
reason: 'Payment required',
action: 'make_payment'
};
default:
return { allowed: false, reason: 'Invalid game mode' };
}
} catch (error) {
console.error('❌ Error checking user game eligibility:', error.message);
return { allowed: false, reason: 'Database error' };
}
}
/**
* Process game start (deduct credits or link payment)
*/
async processGameStart(socketId, gameId) {
try {
const user = await this.getOrCreateUser(socketId);
switch (this.gameMode) {
case 'FREE':
// No processing needed for free mode
return { success: true };
case 'PAID_CREDITS':
// Deduct one credit
await this.db.query(`
UPDATE users
SET credits = credits - 1,
total_games_played = total_games_played + 1,
updated_at = NOW()
WHERE id = $1
`, [user.id]);
console.log(`🎫 Deducted 1 credit from user ${user.id}, ${user.credits - 1} remaining`);
return { success: true, creditsRemaining: user.credits - 1 };
case 'PAID_SINGLE':
// Link game to payment
const payment = await this.db.query(`
SELECT * FROM payments
WHERE socket_id = $1 AND status = 'confirmed'
AND payment_type = 'single_game'
AND NOT EXISTS (
SELECT 1 FROM games
WHERE games.payment_id = payments.id
)
ORDER BY confirmed_at DESC
LIMIT 1
`, [socketId]);
if (payment.rows.length === 0) {
return { success: false, reason: 'No valid payment found' };
}
await this.db.query(`
UPDATE games
SET payment_id = $1
WHERE id = $2
`, [payment.rows[0].id, gameId]);
await this.db.query(`
UPDATE users
SET total_games_played = total_games_played + 1,
updated_at = NOW()
WHERE id = $1
`, [user.id]);
console.log(`💳 Linked game ${gameId} to payment ${payment.rows[0].id}`);
return { success: true, paymentId: payment.rows[0].id };
default:
return { success: false, reason: 'Invalid game mode' };
}
} catch (error) {
console.error('❌ Error processing game start:', error.message);
return { success: false, reason: 'Database error' };
}
}
/**
* Process game completion (handle payouts)
*/
async processGameCompletion(gameId, outcome, treasureFound = false) {
try {
// Get game details
const gameResult = await this.db.query(`
SELECT g.*, u.payout_address, u.id as user_id
FROM games g
JOIN users u ON g.user_id = u.id
WHERE g.id = $1
`, [gameId]);
if (gameResult.rows.length === 0) {
return { success: false, reason: 'Game not found' };
}
const game = gameResult.rows[0];
// Update game status
await this.db.query(`
UPDATE games
SET status = $1,
outcome = $2,
treasure_found = $3,
completed_at = NOW()
WHERE id = $4
`, [outcome === 'escaped' ? 'won' : 'lost', outcome, treasureFound, gameId]);
// Handle payouts for PAID_SINGLE mode
if (this.gameMode === 'PAID_SINGLE' && outcome === 'escaped' && game.payout_address) {
let payoutAmount;
if (treasureFound) {
payoutAmount = this.singleGamePrice * 3; // 3x for treasure
} else {
payoutAmount = this.singleGamePrice * 2; // 2x for escape
}
// Create payout record
await this.moneroPayService.createPayout(
game.user_id,
gameId,
game.payout_address,
payoutAmount
);
console.log(`💸 Created payout: ${payoutAmount} atomic units for game ${gameId}`);
}
// Update user statistics
if (outcome === 'escaped') {
await this.db.query(`
UPDATE users
SET total_games_won = total_games_won + 1,
updated_at = NOW()
WHERE id = $1
`, [game.user_id]);
}
return {
success: true,
outcome,
treasureFound,
payoutCreated: this.gameMode === 'PAID_SINGLE' && outcome === 'escaped'
};
} catch (error) {
console.error('❌ Error processing game completion:', error.message);
return { success: false, reason: 'Database error' };
}
}
/**
* Create payment request
*/
async createPaymentRequest(socketId, paymentType) {
try {
const user = await this.getOrCreateUser(socketId);
let amount, description;
switch (paymentType) {
case 'single_game':
amount = this.singleGamePrice;
description = `Wowgue single game entry (${this.cryptoType})`;
break;
case 'credits_package':
amount = this.creditsPackagePrice;
description = `Wowgue 10 credits package (${this.cryptoType})`;
break;
default:
throw new Error('Invalid payment type');
}
return await this.moneroPayService.createPaymentRequest(
user.id,
socketId,
paymentType,
amount,
description
);
} catch (error) {
console.error('❌ Error creating payment request:', error.message);
throw error;
}
}
/**
* Get or create user record
*/
async getOrCreateUser(socketId, ipAddress = null) {
try {
// Try to find existing user
let userResult = await this.db.query(`
SELECT * FROM users WHERE socket_id = $1
`, [socketId]);
if (userResult.rows.length > 0) {
// Update last active
await this.db.query(`
UPDATE users
SET last_active = NOW()
WHERE id = $1
`, [userResult.rows[0].id]);
return userResult.rows[0];
}
// Create new user
userResult = await this.db.query(`
INSERT INTO users (socket_id, ip_address)
VALUES ($1, $2)
RETURNING *
`, [socketId, ipAddress]);
console.log(`👤 Created new user: ${socketId}`);
return userResult.rows[0];
} catch (error) {
console.error('❌ Error getting/creating user:', error.message);
throw error;
}
}
/**
* Set user payout address
*/
async setUserPayoutAddress(socketId, payoutAddress) {
try {
const user = await this.getOrCreateUser(socketId);
await this.db.query(`
UPDATE users
SET payout_address = $1,
updated_at = NOW()
WHERE id = $2
`, [payoutAddress, user.id]);
console.log(`💰 Set payout address for user ${user.id}: ${payoutAddress}`);
return true;
} catch (error) {
console.error('❌ Error setting payout address:', error.message);
return false;
}
}
/**
* Get user statistics
*/
async getUserStats(socketId) {
try {
const result = await this.db.query(`
SELECT * FROM get_user_stats($1)
`, [socketId]);
if (result.rows.length > 0) {
return result.rows[0];
}
return {
total_games: 0,
games_won: 0,
win_rate: 0,
total_paid: 0,
total_won: 0,
net_profit: 0,
credits_remaining: 0
};
} catch (error) {
console.error('❌ Error getting user stats:', error.message);
return null;
}
}
/**
* Get game mode info for frontend
*/
getGameModeInfo() {
return {
mode: this.gameMode,
cryptoType: this.cryptoType,
singleGamePrice: this.singleGamePrice,
creditsPackagePrice: this.creditsPackagePrice,
features: {
paymentRequired: this.gameMode !== 'FREE',
creditsSystem: this.gameMode === 'PAID_CREDITS',
payouts: this.gameMode === 'PAID_SINGLE'
}
};
}
}
module.exports = GameModeManager;
+136 -5
View File
@@ -5,16 +5,31 @@ var http = require('http').Server(app);
var io = require('socket.io')(http);
var db = require('./db/dbcalls.js');
// Load environment configuration
require('dotenv').config();
// Import payment system components
const DatabaseManager = require('./db/databaseManager');
const MoneroPayService = require('./payments/moneroPayService');
const GameModeManager = require('./game/gameModeManager');
const RpcService = require('./rpc/rpcService');
// Import modular components
const BroadcastManager = require('./network/broadcastManager');
const DebugManager = require('./debug/debugManager');
const SocketHandlers = require('./network/socketHandlers');
// Initialize payment system components
const databaseManager = new DatabaseManager();
const rpcService = new RpcService();
const moneroPayService = new MoneroPayService(databaseManager, rpcService);
const gameModeManager = new GameModeManager(databaseManager, moneroPayService);
// Initialize modular components
const broadcastManager = new BroadcastManager(io);
const debugManager = new DebugManager(broadcastManager);
const activeGames = new Map(); // Maps socketId to Game objects
const socketHandlers = new SocketHandlers(io, activeGames, broadcastManager, debugManager);
const socketHandlers = new SocketHandlers(io, activeGames, broadcastManager, debugManager, gameModeManager);
// Configure static file serving
const htmlPath = path.join(__dirname, '../html');
app.use(express.static(htmlPath));
@@ -33,6 +48,69 @@ app.post('/debug', (req, res) => {
res.json({ received: true, timestamp: Date.now() });
});
// Payment system API endpoints
app.post('/api/payment/create', async (req, res) => {
try {
const { userId, gameMode } = req.body;
if (!userId || !gameMode) {
return res.status(400).json({ error: 'Missing userId or gameMode' });
}
const payment = await moneroPayService.createPaymentRequest(userId, gameMode);
res.json(payment);
} catch (error) {
console.error('Error creating payment:', error);
res.status(500).json({ error: error.message });
}
});
app.post('/api/payment/callback', async (req, res) => {
try {
const result = await moneroPayService.processCallback(req.body);
res.json({ status: 'success', result });
} catch (error) {
console.error('Error processing callback:', error);
res.status(500).json({ error: error.message });
}
});
app.get('/api/payment/status/:paymentId', async (req, res) => {
try {
const status = await moneroPayService.checkPaymentStatus(req.params.paymentId);
res.json(status);
} catch (error) {
console.error('Error checking payment status:', error);
res.status(500).json({ error: error.message });
}
});
app.get('/api/user/:userId/credits', async (req, res) => {
try {
const credits = await gameModeManager.getUserCredits(req.params.userId);
res.json({ credits });
} catch (error) {
console.error('Error getting user credits:', error);
res.status(500).json({ error: error.message });
}
});
app.get('/api/game-modes', (req, res) => {
res.json({
FREE: { name: 'Free Play', cost: 0, payoutMultiplier: 0 },
PAID_SINGLE: {
name: 'Paid Single Game',
cost: parseFloat(process.env.SINGLE_GAME_COST || '0.005'),
payoutMultiplier: { escape: 2, treasure: 3 }
},
PAID_CREDITS: {
name: 'Credits Package',
cost: parseFloat(process.env.CREDITS_PACKAGE_COST || '0.03'),
credits: parseInt(process.env.CREDITS_PER_PACKAGE || '10'),
payoutMultiplier: 0
}
});
});
// Initialize debug manager with new block callbacks
debugManager.onNewBlockCallback((blockHeight) => {
// Start games for waiting players when new block detected
@@ -41,6 +119,32 @@ debugManager.onNewBlockCallback((blockHeight) => {
socketHandlers.checkGamesTimeout(blockHeight);
});
// Initialize payment system
async function initializePaymentSystem() {
try {
console.log('🔄 Initializing payment system...');
// Initialize database connection and run migrations
await databaseManager.initialize();
console.log('✅ Database initialized successfully');
// Test RPC service connectivity
const rpcHealth = await rpcService.healthCheck();
console.log(`✅ RPC Service: ${rpcHealth.healthy ? 'Connected' : 'Warning - using fallback'}`);
// Initialize MoneroPay service
await moneroPayService.initialize();
console.log('✅ MoneroPay service initialized');
console.log('🚀 Payment system ready!');
return true;
} catch (error) {
console.error('❌ Failed to initialize payment system:', error);
console.log('⚠️ Server will continue in FREE mode only');
return false;
}
}
// Start the debug/production system
debugManager.initialize();
@@ -66,7 +170,34 @@ function debugRegisteredUsers() {
setInterval(debugRegisteredUsers, 10000);
// Start server
http.listen(3000, function() {
console.log('🚀 Wowngeon server listening on *:3000');
console.log(`🐛 Debug mode: ${debugManager.getDebugStatus().debugMode ? 'ENABLED' : 'DISABLED'}`);
});
async function startServer() {
try {
// Initialize payment system first
const paymentSystemReady = await initializePaymentSystem();
// Start HTTP server
http.listen(3000, function() {
console.log('🚀 Wowngeon server listening on *:3000');
console.log(`🐛 Debug mode: ${debugManager.getDebugStatus().debugMode ? 'ENABLED' : 'DISABLED'}`);
console.log(`💰 Payment system: ${paymentSystemReady ? 'ENABLED' : 'FREE MODE ONLY'}`);
console.log(`🎮 Available game modes: ${paymentSystemReady ? 'FREE, PAID_SINGLE, PAID_CREDITS' : 'FREE ONLY'}`);
});
// Start batch payout processing if payment system is ready
if (paymentSystemReady) {
setInterval(async () => {
try {
await moneroPayService.processBatchPayouts();
} catch (error) {
console.error('Error in batch payout processing:', error);
}
}, 300000); // Every 5 minutes
}
} catch (error) {
console.error('❌ Failed to start server:', error);
process.exit(1);
}
}
startServer();
+186
View File
@@ -0,0 +1,186 @@
-- Wowgue Database Schema
-- PostgreSQL migration script
-- Drop existing tables if they exist (for clean setup)
DROP TABLE IF EXISTS payouts CASCADE;
DROP TABLE IF EXISTS payments CASCADE;
DROP TABLE IF EXISTS games CASCADE;
DROP TABLE IF EXISTS users CASCADE;
-- Create users table
-- Tracks user accounts, credits, and statistics
CREATE TABLE users (
id SERIAL PRIMARY KEY,
socket_id VARCHAR(255),
ip_address INET,
username VARCHAR(50),
payout_address VARCHAR(95), -- Monero/Wownero address for payouts
credits INTEGER DEFAULT 0, -- For PAID_CREDITS mode
total_games_played INTEGER DEFAULT 0,
total_games_won INTEGER DEFAULT 0,
total_amount_paid BIGINT DEFAULT 0, -- In atomic units
total_amount_won BIGINT DEFAULT 0, -- In atomic units
created_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
updated_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
last_active TIMESTAMP DEFAULT CURRENT_TIMESTAMP
);
-- Create index on socket_id for quick lookups
CREATE INDEX idx_users_socket_id ON users(socket_id);
CREATE INDEX idx_users_ip_address ON users(ip_address);
-- Create games table
-- Tracks individual game sessions and outcomes
CREATE TABLE games (
id SERIAL PRIMARY KEY,
user_id INTEGER REFERENCES users(id),
socket_id VARCHAR(255),
game_mode VARCHAR(20) NOT NULL, -- PAID_SINGLE, PAID_CREDITS, FREE
payment_id INTEGER, -- Reference to payment (for PAID_SINGLE)
start_block_height INTEGER,
end_block_height INTEGER,
status VARCHAR(20) DEFAULT 'waiting', -- waiting, active, won, lost, expired
outcome VARCHAR(20), -- escaped, caught_by_monster, expired, treasure_found
treasure_found BOOLEAN DEFAULT FALSE,
dungeon_seed VARCHAR(50),
moves_made INTEGER DEFAULT 0,
duration_seconds INTEGER,
created_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
completed_at TIMESTAMP
);
-- Create indexes for games
CREATE INDEX idx_games_user_id ON games(user_id);
CREATE INDEX idx_games_socket_id ON games(socket_id);
CREATE INDEX idx_games_status ON games(status);
CREATE INDEX idx_games_start_block ON games(start_block_height);
-- Create payments table
-- Tracks incoming payments from players
CREATE TABLE payments (
id SERIAL PRIMARY KEY,
user_id INTEGER REFERENCES users(id),
socket_id VARCHAR(255),
subaddress VARCHAR(95) NOT NULL, -- MoneroPay subaddress
expected_amount BIGINT NOT NULL, -- In atomic units
received_amount BIGINT DEFAULT 0, -- In atomic units
payment_type VARCHAR(20) NOT NULL, -- single_game, credits_package
status VARCHAR(20) DEFAULT 'pending', -- pending, confirmed, expired
description TEXT,
tx_hash VARCHAR(64),
block_height INTEGER,
confirmations INTEGER DEFAULT 0,
created_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
confirmed_at TIMESTAMP,
expires_at TIMESTAMP DEFAULT (CURRENT_TIMESTAMP + INTERVAL '2 hours')
);
-- Create indexes for payments
CREATE INDEX idx_payments_subaddress ON payments(subaddress);
CREATE INDEX idx_payments_user_id ON payments(user_id);
CREATE INDEX idx_payments_status ON payments(status);
CREATE INDEX idx_payments_tx_hash ON payments(tx_hash);
-- Create payouts table
-- Tracks outgoing payments to winners
CREATE TABLE payouts (
id SERIAL PRIMARY KEY,
user_id INTEGER REFERENCES users(id),
game_id INTEGER REFERENCES games(id),
payout_address VARCHAR(95) NOT NULL,
amount BIGINT NOT NULL, -- In atomic units
status VARCHAR(20) DEFAULT 'pending', -- pending, batched, completed, failed
batch_id VARCHAR(50), -- Groups payouts that are sent together
tx_hash VARCHAR(64),
fee BIGINT,
created_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
processed_at TIMESTAMP
);
-- Create indexes for payouts
CREATE INDEX idx_payouts_user_id ON payouts(user_id);
CREATE INDEX idx_payouts_game_id ON payouts(game_id);
CREATE INDEX idx_payouts_status ON payouts(status);
CREATE INDEX idx_payouts_batch_id ON payouts(batch_id);
-- Create triggers to update updated_at timestamp
CREATE OR REPLACE FUNCTION update_updated_at_column()
RETURNS TRIGGER AS $$
BEGIN
NEW.updated_at = CURRENT_TIMESTAMP;
RETURN NEW;
END;
$$ LANGUAGE plpgsql;
CREATE TRIGGER update_users_updated_at
BEFORE UPDATE ON users
FOR EACH ROW
EXECUTE FUNCTION update_updated_at_column();
-- Create function to get user statistics
CREATE OR REPLACE FUNCTION get_user_stats(user_socket_id VARCHAR(255))
RETURNS TABLE (
total_games INTEGER,
games_won INTEGER,
win_rate DECIMAL(5,2),
total_paid BIGINT,
total_won BIGINT,
net_profit BIGINT,
credits_remaining INTEGER
) AS $$
BEGIN
RETURN QUERY
SELECT
u.total_games_played,
u.total_games_won,
CASE
WHEN u.total_games_played > 0
THEN ROUND((u.total_games_won::DECIMAL / u.total_games_played) * 100, 2)
ELSE 0.00
END as win_rate,
u.total_amount_paid,
u.total_amount_won,
(u.total_amount_won - u.total_amount_paid) as net_profit,
u.credits
FROM users u
WHERE u.socket_id = user_socket_id;
END;
$$ LANGUAGE plpgsql;
-- Insert default admin user for testing
INSERT INTO users (socket_id, username, ip_address)
VALUES ('admin', 'admin', '127.0.0.1');
-- Create view for active games
CREATE VIEW active_games AS
SELECT
g.id,
g.socket_id,
u.username,
g.game_mode,
g.status,
g.start_block_height,
g.treasure_found,
g.moves_made,
g.created_at
FROM games g
JOIN users u ON g.user_id = u.id
WHERE g.status IN ('waiting', 'active')
ORDER BY g.created_at DESC;
-- Create view for pending payouts
CREATE VIEW pending_payouts AS
SELECT
p.id,
p.user_id,
u.username,
p.payout_address,
p.amount,
p.status,
p.created_at,
g.outcome as game_outcome
FROM payouts p
JOIN users u ON p.user_id = u.id
LEFT JOIN games g ON p.game_id = g.id
WHERE p.status = 'pending'
ORDER BY p.created_at ASC;
+288 -13
View File
@@ -7,11 +7,12 @@ const user = require('../db/user');
const Game = require('../game/game');
class SocketHandlers {
constructor(io, activeGames, broadcastManager, debugManager) {
constructor(io, activeGames, broadcastManager, debugManager, gameModeManager = null) {
this.io = io;
this.activeGames = activeGames;
this.broadcastManager = broadcastManager;
this.debugManager = debugManager;
this.gameModeManager = gameModeManager;
this.playerMoveTimestamps = new Map();
this.clientSocketMap = new Map();
this.MOVE_COOLDOWN = 100; // Minimum 100ms between moves
@@ -58,6 +59,11 @@ class SocketHandlers {
socket.on('debug_ping', (data) => this.handleDebugPing(socket, data));
socket.on('register_client', (data) => this.handleRegisterClient(socket, data));
socket.on('auto_start', () => this.handleAutoStart(socket)); // New handler for start button
// Payment system handlers
socket.on('request_payment', (data) => this.handlePaymentRequest(socket, data));
socket.on('check_payment_status', (data) => this.handleCheckPaymentStatus(socket, data));
socket.on('get_user_credits', () => this.handleGetUserCredits(socket));
}
/**
@@ -70,12 +76,19 @@ class SocketHandlers {
const command = msg.toLowerCase();
// Check for XMR/WOW address in the message
const xmrAddressMatch = this.detectXMRAddress(msg);
if (xmrAddressMatch) {
this.handleAddressDetection(socket, xmrAddressMatch);
return;
}
// Handle game commands
switch (command) {
case 'hello':
this.broadcastManager.sendStatusUpdate(socket.id, 'help',
'Welcome! Type "enter" to join the queue for the next block, or use the START button for immediate entry. ' +
'You must send between 10-100 WOW to enter. The more you send, the more you can win.');
'Paste your XMR/WOW address in chat to set your payout address.');
return;
case 'enter':
@@ -83,9 +96,25 @@ class SocketHandlers {
return;
case 'cancel':
// Check if this is for address confirmation
if (this.pendingAddresses && this.pendingAddresses.has(socket.id)) {
this.handleAddressConfirmation(socket, false);
return;
}
// Otherwise handle queue cancellation
this.handleCancelEntry(socket);
return;
case 'confirm':
this.handleAddressConfirmation(socket, true);
return;
case 'address':
case 'payout':
this.broadcastManager.sendStatusUpdate(socket.id, 'info',
'Please paste your XMR/WOW address directly in chat. The system will automatically detect and confirm it.');
return;
default:
// Broadcast as chat message to all clients
this.handleChatBroadcast(socket, msg);
@@ -184,9 +213,9 @@ class SocketHandlers {
/**
* Handle auto start request (start button)
*/
handleAutoStart(socket) {
async handleAutoStart(socket) {
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`Player ${socket.id} requested auto-start via start button - STARTING IMMEDIATELY`);
console.log(`Player ${socket.id} requested auto-start via start button`);
}
const currentUser = this.getUserBySocket(socket.id);
@@ -201,6 +230,30 @@ class SocketHandlers {
return;
}
// Check if payment system is available and validate eligibility
if (this.gameModeManager) {
try {
const eligibility = await this.gameModeManager.canUserStartGame(socket.id);
if (!eligibility.allowed) {
// Send payment requirement to client
this.io.to(socket.id).emit('payment_required', {
reason: eligibility.reason,
action: eligibility.action,
gameMode: this.gameModeManager.gameMode
});
return;
}
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`✅ Payment validated for ${socket.id}: ${eligibility.reason}`);
}
} catch (error) {
console.error('Error checking payment eligibility:', error);
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Payment system error. Playing in FREE mode.');
}
}
// Remove from waiting queue if present
const waitingIndex = this.WAITING_PLAYERS.findIndex(p => p.serverId === socket.id);
if (waitingIndex !== -1) {
@@ -231,6 +284,16 @@ class SocketHandlers {
console.log(`🎮 SENDING IMMEDIATE GAME_START to ${socket.id} (AUTO-START)`);
}
this.io.to(socket.id).emit('game_start', gameState);
// Register game with payment system if available
if (this.gameModeManager) {
try {
await this.gameModeManager.startGame(socket.id, game.id);
} catch (error) {
console.error('Error registering game with payment system:', error);
}
}
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`Game started immediately for player ${socket.id} via auto-start`);
}
@@ -347,7 +410,7 @@ class SocketHandlers {
/**
* Handle game over scenarios
*/
handleGameOver(socket, game, status, reason, message, score = 0) {
async handleGameOver(socket, game, status, reason, message, score = 0) {
game.gameState = status;
const gameStats = {
score: score,
@@ -356,11 +419,31 @@ class SocketHandlers {
};
game.endGame(status, gameStats);
// Process game completion with payment system
let payoutInfo = null;
if (this.gameModeManager) {
try {
payoutInfo = await this.gameModeManager.completeGame(
socket.id,
game.id,
status === 'won',
game.player.hasTreasure || false
);
if (this.debugManager.CONSOLE_LOGGING && payoutInfo) {
console.log(`💰 Payout processed for ${socket.id}:`, payoutInfo);
}
} catch (error) {
console.error('Error processing game completion:', error);
}
}
this.io.to(socket.id).emit('game_over', {
status: status,
reason: reason,
message: message,
score: score
score: score,
payout: payoutInfo
});
this.activeGames.delete(socket.id);
@@ -561,16 +644,208 @@ class SocketHandlers {
}
game.gameState = 'lost';
this.io.to(socketId).emit('game_over', {
status: 'lost',
reason: 'timeout',
message: 'You didn\'t escape before the block time limit!'
});
this.activeGames.delete(socketId);
this.handleGameOver(socket, game, 'lost', 'timeout', 'You didn\'t escape before the block time limit!');
}
});
}
// ====== PAYMENT SYSTEM HANDLERS ======
/**
* Handle payment request from client
*/
async handlePaymentRequest(socket, data) {
if (!this.gameModeManager) {
this.io.to(socket.id).emit('payment_error', {
error: 'Payment system not available'
});
return;
}
try {
const { gameMode } = data;
const payment = await this.gameModeManager.moneroPayService.createPaymentRequest(socket.id, gameMode);
this.io.to(socket.id).emit('payment_created', {
paymentId: payment.id,
address: payment.address,
amount: payment.amount,
confirmations: payment.confirmations,
gameMode: gameMode
});
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`💳 Payment request created for ${socket.id}: ${payment.amount} XMR`);
}
} catch (error) {
console.error('Error creating payment request:', error);
this.io.to(socket.id).emit('payment_error', {
error: error.message
});
}
}
/**
* Handle payment status check from client
*/
async handleCheckPaymentStatus(socket, data) {
if (!this.gameModeManager) {
this.io.to(socket.id).emit('payment_error', {
error: 'Payment system not available'
});
return;
}
try {
const { paymentId } = data;
const status = await this.gameModeManager.moneroPayService.checkPaymentStatus(paymentId);
this.io.to(socket.id).emit('payment_status', status);
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`💳 Payment status checked for ${socket.id}: ${status.status}`);
}
} catch (error) {
console.error('Error checking payment status:', error);
this.io.to(socket.id).emit('payment_error', {
error: error.message
});
}
}
/**
* Handle get user credits request
*/
async handleGetUserCredits(socket) {
if (!this.gameModeManager) {
this.io.to(socket.id).emit('credits_info', { credits: 0 });
return;
}
try {
const credits = await this.gameModeManager.getUserCredits(socket.id);
this.io.to(socket.id).emit('credits_info', { credits });
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`💰 Credits checked for ${socket.id}: ${credits}`);
}
} catch (error) {
console.error('Error getting user credits:', error);
this.io.to(socket.id).emit('credits_info', { credits: 0 });
}
}
// ====== ADDRESS DETECTION SYSTEM ======
/**
* Detect XMR/WOW address in chat message using regex
*/
detectXMRAddress(message) {
// XMR mainnet addresses start with 4, 8, A, or B and are 95 characters
// WOW addresses start with W and are 97 characters
const xmrRegex = /\b[48AB][1-9A-HJ-NP-Za-km-z]{94}\b/;
const wowRegex = /\bW[1-9A-HJ-NP-Za-km-z]{96}\b/;
const xmrMatch = message.match(xmrRegex);
const wowMatch = message.match(wowRegex);
if (xmrMatch) {
return { address: xmrMatch[0], type: 'XMR' };
}
if (wowMatch) {
return { address: wowMatch[0], type: 'WOW' };
}
return null;
}
/**
* Handle detected address and confirm with user
*/
async handleAddressDetection(socket, addressMatch) {
const { address, type } = addressMatch;
// Store pending address for confirmation
if (!this.pendingAddresses) {
this.pendingAddresses = new Map();
}
this.pendingAddresses.set(socket.id, {
address: address,
type: type,
timestamp: Date.now()
});
// Send confirmation request to user
this.io.to(socket.id).emit('address_detected', {
address: address,
type: type,
message: `⚠️ DETECTED ${type} ADDRESS: ${address}\n\n` +
`⚠️ WARNING: Please verify this is YOUR address before confirming!\n` +
`⚠️ Clipboard viruses can change addresses - double check carefully!\n\n` +
`Type "confirm" to set this as your payout address, or "cancel" to reject.`,
confirmationRequired: true
});
// Auto-expire pending address after 5 minutes
setTimeout(() => {
if (this.pendingAddresses && this.pendingAddresses.has(socket.id)) {
this.pendingAddresses.delete(socket.id);
this.broadcastManager.sendStatusUpdate(socket.id, 'info',
'Address confirmation expired. Please paste your address again if needed.');
}
}, 300000); // 5 minutes
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`💰 Address detected for ${socket.id}: ${type} ${address}`);
}
}
/**
* Handle address confirmation
*/
async handleAddressConfirmation(socket, confirmed) {
if (!this.pendingAddresses || !this.pendingAddresses.has(socket.id)) {
this.broadcastManager.sendStatusUpdate(socket.id, 'error',
'No pending address to confirm. Please paste your address first.');
return;
}
const pendingAddress = this.pendingAddresses.get(socket.id);
this.pendingAddresses.delete(socket.id);
if (!confirmed) {
this.broadcastManager.sendStatusUpdate(socket.id, 'info',
'Address rejected. Paste a new address if you want to set a payout address.');
return;
}
// Save address to payment system
if (this.gameModeManager) {
try {
await this.gameModeManager.setUserPayoutAddress(socket.id, pendingAddress.address);
this.io.to(socket.id).emit('address_confirmed', {
address: pendingAddress.address,
type: pendingAddress.type,
message: `✅ Payout address confirmed: ${pendingAddress.address}\n\n` +
`Future winnings will be sent to this address.`
});
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`✅ Address confirmed for ${socket.id}: ${pendingAddress.address}`);
}
} catch (error) {
console.error('Error saving payout address:', error);
this.broadcastManager.sendStatusUpdate(socket.id, 'error',
'Error saving address. Please try again.');
}
} else {
this.broadcastManager.sendStatusUpdate(socket.id, 'info',
`Address noted: ${pendingAddress.address} (Payment system not active)`);
}
}
}
module.exports = SocketHandlers;
+2328
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+4 -1
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@@ -27,10 +27,13 @@
"license": "ISC",
"dependencies": {
"axios": "^1.9.0",
"dotenv": "^16.0.3",
"express": "^4.17.1",
"pg": "^8.15.5",
"node-pg-migrate": "^7.0.2",
"request": "^2.88.0",
"socket.io": "^4.8.1",
"socket.io-client": "^4.8.1"
"socket.io-client": "^4.8.1",
"uuid": "^9.0.0"
}
}
+331
View File
@@ -0,0 +1,331 @@
/**
* MoneroPay Integration Service
* Handles payment requests, monitoring, and payouts
*/
const axios = require('axios');
const { v4: uuidv4 } = require('uuid');
class MoneroPayService {
constructor(databaseManager) {
this.db = databaseManager;
this.endpoint = process.env.MONEROPAY_ENDPOINT;
this.callbackBaseUrl = process.env.MONEROPAY_CALLBACK_BASE_URL;
this.initialized = false;
if (!this.endpoint) {
throw new Error('MONEROPAY_ENDPOINT not configured');
}
console.log(`💰 MoneroPay service initialized: ${this.endpoint}`);
}
/**
* Initialize MoneroPay service
*/
async initialize() {
try {
// Test connection to MoneroPay endpoint
const response = await axios.get(`${this.endpoint}/health`, { timeout: 5000 });
if (response.status === 200) {
this.initialized = true;
console.log('✅ MoneroPay service connection verified');
return true;
} else {
console.log('❌ MoneroPay service health check failed');
return false;
}
} catch (error) {
console.log(`❌ MoneroPay service connection failed: ${error.message}`);
return false;
}
}
/**
* Create a payment request for a user
*/
async createPaymentRequest(userId, socketId, paymentType, amount, description) {
try {
const callbackUrl = `${this.callbackBaseUrl}/${socketId}`;
const response = await axios.post(`${this.endpoint}/receive`, {
amount: parseInt(amount),
description: description || `Wowgue ${paymentType}`,
callback_url: callbackUrl
});
const { address, amount: expectedAmount, created_at } = response.data;
// Store payment request in database
const paymentRecord = await this.db.query(`
INSERT INTO payments (
user_id, socket_id, subaddress, expected_amount,
payment_type, description, status
) VALUES ($1, $2, $3, $4, $5, $6, 'pending')
RETURNING *
`, [userId, socketId, address, expectedAmount, paymentType, description]);
console.log(`💳 Payment request created: ${address} for ${expectedAmount} atomic units`);
return {
id: paymentRecord.rows[0].id,
address,
amount: expectedAmount,
paymentType,
description,
expiresAt: paymentRecord.rows[0].expires_at
};
} catch (error) {
console.error('❌ Failed to create payment request:', error.message);
throw new Error('Failed to create payment request');
}
}
/**
* Check payment status for a subaddress
*/
async checkPaymentStatus(subaddress) {
try {
const response = await axios.get(`${this.endpoint}/receive/${subaddress}`);
const data = response.data;
return {
complete: data.complete,
expectedAmount: data.amount.expected,
coveredAmount: data.amount.covered.total,
unlockedAmount: data.amount.covered.unlocked,
transactions: data.transactions || []
};
} catch (error) {
console.error(`❌ Failed to check payment status for ${subaddress}:`, error.message);
return null;
}
}
/**
* Process payment confirmation callback
*/
async processPaymentCallback(socketId, paymentData) {
try {
const payment = await this.db.query(`
SELECT * FROM payments
WHERE socket_id = $1 AND status = 'pending'
ORDER BY created_at DESC
LIMIT 1
`, [socketId]);
if (payment.rows.length === 0) {
console.warn(`⚠️ No pending payment found for socket ${socketId}`);
return false;
}
const paymentRecord = payment.rows[0];
// Update payment status
await this.db.query(`
UPDATE payments
SET status = 'confirmed',
received_amount = $1,
confirmed_at = NOW(),
tx_hash = $2,
block_height = $3,
confirmations = $4
WHERE id = $5
`, [
paymentData.amount,
paymentData.tx_hash,
paymentData.height,
paymentData.confirmations,
paymentRecord.id
]);
// Handle different payment types
if (paymentRecord.payment_type === 'credits_package') {
// Add 10 credits to user
await this.db.query(`
UPDATE users
SET credits = credits + 10,
total_amount_paid = total_amount_paid + $1,
updated_at = NOW()
WHERE id = $2
`, [paymentData.amount, paymentRecord.user_id]);
console.log(`💰 Added 10 credits to user ${paymentRecord.user_id}`);
}
console.log(`✅ Payment confirmed: ${paymentData.tx_hash} for ${paymentData.amount} atomic units`);
return true;
} catch (error) {
console.error('❌ Failed to process payment callback:', error.message);
return false;
}
}
/**
* Create a payout for game winner
*/
async createPayout(userId, gameId, payoutAddress, amount) {
try {
const result = await this.db.query(`
INSERT INTO payouts (
user_id, game_id, payout_address, amount, status
) VALUES ($1, $2, $3, $4, 'pending')
RETURNING *
`, [userId, gameId, payoutAddress, amount]);
console.log(`💸 Payout created: ${amount} atomic units to ${payoutAddress}`);
return result.rows[0];
} catch (error) {
console.error('❌ Failed to create payout:', error.message);
throw error;
}
}
/**
* Process pending payouts in batches
*/
async processPendingPayouts() {
try {
const maxBatchSize = parseInt(process.env.MAX_PAYOUT_BATCH_SIZE) || 50;
// Get pending payouts
const payouts = await this.db.query(`
SELECT * FROM payouts
WHERE status = 'pending'
ORDER BY created_at ASC
LIMIT $1
`, [maxBatchSize]);
if (payouts.rows.length === 0) {
return { processed: 0, message: 'No pending payouts' };
}
// Group payouts by address to optimize transaction fees
const payoutGroups = this.groupPayoutsByAddress(payouts.rows);
const batchId = uuidv4();
// Prepare destinations for MoneroPay
const destinations = payoutGroups.map(group => ({
address: group.address,
amount: group.totalAmount
}));
// Send batch transfer
const transferResponse = await axios.post(`${this.endpoint}/transfer`, {
destinations
});
const { tx_hash_list, fee, amount: totalAmount } = transferResponse.data;
// Update payout records
const payoutIds = payouts.rows.map(p => p.id);
await this.db.query(`
UPDATE payouts
SET status = 'completed',
batch_id = $1,
tx_hash = $2,
fee = $3,
processed_at = NOW()
WHERE id = ANY($4)
`, [batchId, tx_hash_list[0], fee, payoutIds]);
// Update user totals
for (const payout of payouts.rows) {
await this.db.query(`
UPDATE users
SET total_amount_won = total_amount_won + $1,
updated_at = NOW()
WHERE id = $2
`, [payout.amount, payout.user_id]);
}
console.log(`✅ Processed ${payouts.rows.length} payouts in batch ${batchId}`);
console.log(`💸 Total amount: ${totalAmount}, Fee: ${fee}, TX: ${tx_hash_list.join(', ')}`);
return {
processed: payouts.rows.length,
batchId,
totalAmount,
fee,
transactions: tx_hash_list
};
} catch (error) {
console.error('❌ Failed to process payouts:', error.message);
// Mark failed payouts
await this.db.query(`
UPDATE payouts
SET status = 'failed'
WHERE status = 'pending' AND created_at < NOW() - INTERVAL '1 hour'
`);
throw error;
}
}
/**
* Group payouts by address to minimize transaction fees
*/
groupPayoutsByAddress(payouts) {
const groups = {};
for (const payout of payouts) {
if (!groups[payout.payout_address]) {
groups[payout.payout_address] = {
address: payout.payout_address,
totalAmount: 0,
payouts: []
};
}
groups[payout.payout_address].totalAmount += parseInt(payout.amount);
groups[payout.payout_address].payouts.push(payout);
}
return Object.values(groups);
}
/**
* Get wallet balance
*/
async getBalance() {
try {
const response = await axios.get(`${this.endpoint}/balance`);
return response.data;
} catch (error) {
console.error('❌ Failed to get wallet balance:', error.message);
return { total: 0, unlocked: 0 };
}
}
/**
* Cleanup expired payment requests
*/
async cleanupExpiredPayments() {
try {
const result = await this.db.query(`
UPDATE payments
SET status = 'expired'
WHERE status = 'pending' AND expires_at < NOW()
RETURNING id
`);
if (result.rows.length > 0) {
console.log(`🧹 Cleaned up ${result.rows.length} expired payments`);
}
return result.rows.length;
} catch (error) {
console.error('❌ Failed to cleanup expired payments:', error.message);
return 0;
}
}
}
module.exports = MoneroPayService;
+266
View File
@@ -0,0 +1,266 @@
/**
* Enhanced RPC Service with Failover Support
* Handles blockchain RPC calls with automatic failover and monitoring
*/
const axios = require('axios');
const CONSOLE_LOGGING = process.env.NODE_ENV === 'debug' || process.env.NODE_ENV === 'development';
class RPCService {
constructor() {
this.primaryEndpoint = process.env.PRIMARY_RPC_ENDPOINT || 'http://jw-nodes:18081';
this.fallbackEndpoint = process.env.FALLBACK_RPC_ENDPOINT || 'http://jw-nodes:18081';
this.currentEndpoint = this.primaryEndpoint;
this.failoverActive = false;
this.lastBlockHeight = 0;
this.consecutiveFailures = 0;
this.maxFailures = 3;
if (CONSOLE_LOGGING) {
console.log(`🔗 RPC Service initialized`);
console.log(`Primary: ${this.primaryEndpoint}`);
console.log(`Fallback: ${this.fallbackEndpoint}`);
}
}
/**
* Make RPC call with automatic failover
*/
async makeRPCCall(method, params = {}) {
const request = {
jsonrpc: '2.0',
id: '0',
method: method,
params: params
};
try {
const response = await axios.post(`${this.currentEndpoint}/json_rpc`, request, {
headers: { 'Content-Type': 'application/json' },
timeout: 10000
});
if (response.data.error) {
throw new Error(`RPC Error: ${response.data.error.message}`);
}
// Reset failure counter on success
this.consecutiveFailures = 0;
// Switch back to primary if we were using fallback
if (this.failoverActive && this.currentEndpoint !== this.primaryEndpoint) {
if (CONSOLE_LOGGING) {
console.log('🔄 Switching back to primary RPC endpoint');
}
this.currentEndpoint = this.primaryEndpoint;
this.failoverActive = false;
}
return response.data.result;
} catch (error) {
this.consecutiveFailures++;
if (CONSOLE_LOGGING) {
console.error(`❌ RPC call failed (${this.consecutiveFailures}/${this.maxFailures}):`, error.message);
}
// Try failover if we haven't exceeded max failures
if (this.consecutiveFailures >= this.maxFailures && !this.failoverActive) {
return await this.tryFailover(method, params);
}
throw error;
}
}
/**
* Attempt failover to backup endpoint
*/
async tryFailover(method, params) {
if (this.currentEndpoint === this.fallbackEndpoint) {
throw new Error('Both primary and fallback RPC endpoints failed');
}
if (CONSOLE_LOGGING) {
console.log('🔄 Attempting RPC failover to backup endpoint');
}
this.currentEndpoint = this.fallbackEndpoint;
this.failoverActive = true;
this.consecutiveFailures = 0;
try {
const request = {
jsonrpc: '2.0',
id: '0',
method: method,
params: params
};
const response = await axios.post(`${this.currentEndpoint}/json_rpc`, request, {
headers: { 'Content-Type': 'application/json' },
timeout: 10000
});
if (response.data.error) {
throw new Error(`RPC Error: ${response.data.error.message}`);
}
if (CONSOLE_LOGGING) {
console.log('✅ Failover successful');
}
return response.data.result;
} catch (error) {
if (CONSOLE_LOGGING) {
console.error('❌ Failover also failed:', error.message);
}
throw new Error('Both primary and fallback RPC endpoints failed');
}
}
/**
* Get current block height
*/
async getBlockHeight() {
try {
const result = await this.makeRPCCall('get_block_count');
const blockHeight = result.count;
if (blockHeight !== this.lastBlockHeight) {
this.lastBlockHeight = blockHeight;
if (CONSOLE_LOGGING) {
console.log(`📊 Block height updated: ${blockHeight}`);
}
}
return blockHeight;
} catch (error) {
if (CONSOLE_LOGGING) {
console.error('❌ Failed to get block height:', error.message);
}
return this.lastBlockHeight; // Return last known height on failure
}
}
/**
* Get block information by height
*/
async getBlockByHeight(height) {
try {
return await this.makeRPCCall('get_block', { height });
} catch (error) {
if (CONSOLE_LOGGING) {
console.error(`❌ Failed to get block ${height}:`, error.message);
}
throw error;
}
}
/**
* Get network info
*/
async getNetworkInfo() {
try {
const [blockCount, networkInfo] = await Promise.all([
this.makeRPCCall('get_block_count'),
this.makeRPCCall('get_info')
]);
return {
blockHeight: blockCount.count,
difficulty: networkInfo.difficulty,
hashRate: networkInfo.difficulty / 120, // Approximate hash rate
networkType: networkInfo.mainnet ? 'mainnet' : 'testnet',
status: networkInfo.status
};
} catch (error) {
if (CONSOLE_LOGGING) {
console.error('❌ Failed to get network info:', error.message);
}
throw error;
}
}
/**
* Health check for RPC endpoints
*/
async healthCheck() {
const checks = {
primary: { endpoint: this.primaryEndpoint, status: 'unknown', responseTime: 0 },
fallback: { endpoint: this.fallbackEndpoint, status: 'unknown', responseTime: 0 },
current: this.currentEndpoint,
failoverActive: this.failoverActive,
consecutiveFailures: this.consecutiveFailures
};
// Test primary endpoint
try {
const start = Date.now();
await axios.post(`${this.primaryEndpoint}/json_rpc`, {
jsonrpc: '2.0',
id: '0',
method: 'get_block_count'
}, { timeout: 5000 });
checks.primary.status = 'healthy';
checks.primary.responseTime = Date.now() - start;
} catch (error) {
checks.primary.status = 'unhealthy';
checks.primary.error = error.message;
}
// Test fallback endpoint (if different)
if (this.fallbackEndpoint !== this.primaryEndpoint) {
try {
const start = Date.now();
await axios.post(`${this.fallbackEndpoint}/json_rpc`, {
jsonrpc: '2.0',
id: '0',
method: 'get_block_count'
}, { timeout: 5000 });
checks.fallback.status = 'healthy';
checks.fallback.responseTime = Date.now() - start;
} catch (error) {
checks.fallback.status = 'unhealthy';
checks.fallback.error = error.message;
}
} else {
checks.fallback = checks.primary; // Same endpoint
}
return checks;
}
/**
* Get current endpoint status
*/
getStatus() {
return {
currentEndpoint: this.currentEndpoint,
failoverActive: this.failoverActive,
consecutiveFailures: this.consecutiveFailures,
lastBlockHeight: this.lastBlockHeight
};
}
// Legacy methods for backward compatibility
async daemonCall(method, params, callback) {
try {
const result = await this.makeRPCCall(method, params);
if (callback) callback(result);
return result;
} catch (error) {
if (callback) callback(null);
throw error;
}
}
getBlockHeightLegacy() {
return this.getBlockHeight();
}
}
module.exports = RPCService;
+109
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@@ -0,0 +1,109 @@
/**
* Test script for XMR/WOW address detection system
*/
// Test the regex patterns used in socketHandlers.js
function testAddressDetection() {
console.log('🧪 Testing XMR/WOW Address Detection System\n');
// XMR mainnet addresses start with 4, 8, A, or B and are 95 characters
// WOW addresses start with W and are 97 characters
const xmrRegex = /\b[48AB][1-9A-HJ-NP-Za-km-z]{94}\b/;
const wowRegex = /\bW[1-9A-HJ-NP-Za-km-z]{96}\b/;
function detectXMRAddress(message) {
const xmrMatch = message.match(xmrRegex);
const wowMatch = message.match(wowRegex);
if (xmrMatch) {
return { address: xmrMatch[0], type: 'XMR' };
}
if (wowMatch) {
return { address: wowMatch[0], type: 'WOW' };
}
return null;
}
// Test cases with real address formats
const testCases = [
{
name: 'Valid XMR Address (starts with 8)',
message: 'Here is my XMR address: 8Bqez9dvqY9bw3CgwMC9X1c8MX5KuRgKbiXRWg2F9UtYNYLevqjJXbQW4qYHUM1JF1792hhWYJLUufSUn9GvSC4G6wjMiRL',
expected: { address: '8Bqez9dvqY9bw3CgwMC9X1c8MX5KuRgKbiXRWg2F9UtYNYLevqjJXbQW4qYHUM1JF1792hhWYJLUufSUn9GvSC4G6wjMiRL', type: 'XMR' }
},
{
name: 'Valid XMR Address (starts with 4)',
message: 'Send to: 44AFFq5kSiGBoZ4NMDwYtN18obc8AemS33DBLWs3H7otXft3XjrpDtQGv7SqSsaBYBb98uNbr2VBBEt7f2wfn3RVGQBEP3A',
expected: { address: '44AFFq5kSiGBoZ4NMDwYtN18obc8AemS33DBLWs3H7otXft3XjrpDtQGv7SqSsaBYBb98uNbr2VBBEt7f2wfn3RVGQBEP3A', type: 'XMR' }
},
{
name: 'Valid WOW Address (starts with WW)',
message: 'My WOW address is: WW35SBkcZDNGRkLroGNg4tKuJtyV8JhA95CREopLPCwrj9LgRU5pSnDb4D5BHKo9oBAZSjHXWnDwCJ4mRL5F6iJ81vSmNBuRC',
expected: { address: 'WW35SBkcZDNGRkLroGNg4tKuJtyV8JhA95CREopLPCwrj9LgRU5pSnDb4D5BHKo9oBAZSjHXWnDwCJ4mRL5F6iJ81vSmNBuRC', type: 'WOW' }
},
{
name: 'Valid WOW Address (starts with Wo)',
message: 'please send to Wo3MWeKwtA918DU4c69hVSNgejdWFCRCuWjShRY66mJkU2Hv58eygJWDJS1MNa2Ge5M1WjUkGHuLqHkweDxwZZU42d16v94mP thanks',
expected: { address: 'Wo3MWeKwtA918DU4c69hVSNgejdWFCRCuWjShRY66mJkU2Hv58eygJWDJS1MNa2Ge5M1WjUkGHuLqHkweDxwZZU42d16v94mP', type: 'WOW' }
},
{
name: 'Invalid XMR (too short)',
message: '4AdUndXHHZ6cfufTMvppY6JwXNouMBzSkbLYfpAV5Usx3skxNgYeYTRJ5zA4NJD9QhKCciJBcH9qPq8FgZKR8U8n',
expected: null
},
{
name: 'Invalid XMR (wrong prefix)',
message: '3AdUndXHHZ6cfufTMvppY6JwXNouMBzSkbLYfpAV5Usx3skxNgYeYTRJ5zA4NJD9QhKCciJBcH9qPq8FgZKR8U8nZZZZ',
expected: null
},
{
name: 'Invalid WOW (wrong prefix)',
message: 'XW35SBkcZDNGRkLroGNg4tKuJtyV8JhA95CREopLPCwrj9LgRU5pSnDb4D5BHKo9oBAZSjHXWnDwCJ4mRL5F6iJ81vSmNBuRC',
expected: null
},
{
name: 'No address in message',
message: 'hello world this is just a chat message',
expected: null
},
{
name: 'Partial address in message',
message: 'my address starts with 4AdUnd but I wont share the full thing',
expected: null
}
];
let passed = 0;
let failed = 0;
testCases.forEach((testCase, index) => {
console.log(`Test ${index + 1}: ${testCase.name}`);
console.log(`Message: "${testCase.message}"`);
const result = detectXMRAddress(testCase.message);
if (JSON.stringify(result) === JSON.stringify(testCase.expected)) {
console.log(`✅ PASS - Detected: ${result ? `${result.type} ${result.address}` : 'null'}`);
passed++;
} else {
console.log(`❌ FAIL - Expected: ${JSON.stringify(testCase.expected)}`);
console.log(`❌ FAIL - Got: ${JSON.stringify(result)}`);
failed++;
}
console.log('');
});
console.log(`📊 Test Results: ${passed} passed, ${failed} failed`);
if (failed === 0) {
console.log('🎉 All tests passed! Address detection system is working correctly.');
} else {
console.log('⚠️ Some tests failed. Please review the regex patterns.');
}
}
// Run the tests
testAddressDetection();
module.exports = { testAddressDetection };