fix: tiny anti-instant-death grace on block timeout (random timing preserved)

Random block timing is the core mechanic and is intentionally NOT softened —
early entry is a knowingly-risky bet. The only change is a small configurable
grace (GAME_START_GRACE_MS, default 2000ms, 0 to disable) so a block landing
in the same instant a game starts can't kill the player before the dungeon
even renders or before their first move is possible (100ms move cooldown).

(Replaces an earlier over-reaching "uniform time budget" idea that would have
defeated the random-timing mechanic.)
This commit is contained in:
jwinterm
2026-05-31 13:52:51 -04:00
parent 895aa2af3d
commit d2ff9c27ba
3 changed files with 16 additions and 2 deletions
+1 -1
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@@ -38,7 +38,7 @@ Key: `S` ≤ half day · `M` ~1–3 days · `L` ~1 week+ · 🔴 launch-blocker
- [x] **2.3 M — Input validation + leak fixes.** ✅ `register_client` validates `clientId` (type/length/charset) before it enters `clientSocketMap` — closes the map-poisoning vector. `mempoolNotified` is now a Map with real TTL eviction in PaymentHandlers (the dead duplicate Set + its random-10% eviction removed from SocketHandlers). `sessions` cache evicted on disconnect (`removeSocket`, called after suspend reads it). `sessionManager.dispose()` / `suspendedGameManager.cleanup()` / `paymentHandlers.dispose()` wired into `shutdown()`. `checkGamesTimeout` snapshots before iterating + awaits sequentially (was mutate-during-`forEach` + fire-and-forget). New `inputValidation.test.js`.
## Phase 3 — Game integrity (🟠)
- [ ] **3.1 S — Uniform time budget** (elapsed/fixed-block, not "next block"); fix early-entry (`src/network/queueHandler.js:241`).
- [x] **3.1 S — Anti-instant-death grace only (NO fairness floor).** ✅ Random block timing is the game's core mechanic and is deliberately preserved — early entry is a knowingly-risky bet, not a bug. The only change is a tiny configurable grace (`GAME_START_GRACE_MS`, default 2000ms, 0 to disable) so a block landing the instant a game starts can't kill the player before the dungeon renders / before their first move is possible. _(Rejected the originally-planned uniform time budget — it would gut the random-timing mechanic.)_
- [ ] **3.2 S — Reachability guarantee** entrance→treasure→exit (`src/game/dungeon.js`).
- [ ] **3.3 S — Swap/passthrough collision fix** (`src/game/game.js:181`).
+6
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@@ -348,6 +348,12 @@ RPC_POLL_INTERVAL=2000
# req.ip. Leave unset/false for direct exposure, otherwise clients could spoof their IP.
# TRUST_PROXY=true
# Anti-instant-death grace (ms) before a block-timeout can end a game. This is NOT a
# fairness floor — random block timing is the core mechanic. It only prevents the
# degenerate case where a block lands the instant a game starts (before the dungeon
# renders / before the first move is possible). Default 2000 (2s); set 0 to disable.
# GAME_START_GRACE_MS=2000
# =============================================================================
# SECTION 12: SERVER & MULTI-INSTANCE
# =============================================================================
+9 -1
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@@ -1038,10 +1038,18 @@ class SocketHandlers {
// Snapshot the entries first: handleGameOver mutates activeGames (it deletes the
// entry), so iterating the live Map could skip games. Process sequentially and
// await each game-over rather than firing them all off concurrently on one tick.
// Anti-instant-death guard ONLY (default 2s, set 0 to disable). Random block timing
// is the game's core mechanic and is deliberately preserved — this is not a fairness
// floor. It only avoids the degenerate case where a block lands in the same instant
// the game starts and the player dies before the dungeon even renders / before their
// first move is possible (100ms move cooldown).
const graceMs = (() => { const v = parseInt(process.env.GAME_START_GRACE_MS, 10); return Number.isFinite(v) ? v : 2000; })();
const now = Date.now();
const snapshot = Array.from(this.activeGames.entries());
for (const [socketId, game] of snapshot) {
const user = this.connectionHandler.getUserBySocket(socketId);
if (user && user.blockRec && currentHeight > user.blockRec) {
const elapsedMs = now - (game.startedAt || now);
if (user && user.blockRec && 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}`);
}