Commit Graph
11 Commits
Author SHA1 Message Date
jwinterm 24aed355c6 refactor: exact BigInt money math via src/money/atomic.js
Money is integer atomic units, but payout and sum math ran on float64
(`Math.round(base * multiplier)`, `sum + Number(x)`), which silently loses
precision above 2^53 — a real risk for large/credit/XMR amounts.

- Add src/money/atomic.js: the single source of truth for atomic-unit math
  (toBig, toSafe, sum, add, mulByDecimal, format). mulByDecimal multiplies an
  atomic amount by a decimal multiplier using exact integer arithmetic with
  half-up rounding; toSafe narrows to a number only when exactly representable
  and otherwise returns a decimal string.
- calculatePayout now uses money.mulByDecimal/toSafe instead of float math.
- walletRPCService batch total + fee sum use money.sum instead of float reduce.

Adds moneyAtomic.test.js with property tests on amounts above 2^53 proving
exactness where the old float path drifted. Full suite: 14 suites / 129 tests.
2026-05-31 09:45:58 -04:00
jwinterm a664a8bbce security: escape XSS sinks client-side and add CSP + security headers
The client trusted the server to pre-escape chat content and rendered
user-supplied fields via .html()/innerHTML — one server regression away from
stored XSS, and the admin panel injected user-controlled payout addresses
into its authenticated DOM.

- Add a single shared escapeHtml helper (escapes all five HTML-significant
  chars including both quotes); leaderboard now delegates to it.
- Escape chat username + message in onChatBroadcast/onChatHistory.
- Escape user-controlled fields in the admin panel (payout address, socket
  id, player name, status) and make its local escapeHtml quote-safe so values
  in title="..." can't break out.
- Add CSP plus X-Content-Type-Options, X-Frame-Options and Referrer-Policy
  headers via middleware. connect-src 'self' keeps Socket.IO working;
  removing 'unsafe-inline' (nonces) is tracked as a later cleanup.

Full suite: 13 suites / 119 tests.
2026-05-31 09:40:34 -04:00
jwinterm 5c546a1473 fix: recover unconsumed single-game payments; make game preservation deterministic
Two disconnect-related money/UX gaps:

1. A confirmed single_game payment whose game never started (user paid, then
   disconnected) was money-in-nothing-given with no recovery path. recover-
   PendingPayments now detects confirmed single_game payments with no linked
   games row and grants the equivalent credits — idempotently (per-payment
   reason key, row-locked re-check of both the game link and prior recovery).

2. In-progress games could be dropped on disconnect when a fresh getBySocket
   lookup failed. The stable dbUserId is now stamped on the game at creation,
   so suspend/restore keys on it directly without a failure-prone disconnect-
   time lookup. Any game (paid or free) is preserved/reconnectable whenever a
   session exists; the remaining drop-branch is only the true no-session edge
   (e.g. DB unavailable at connect), which is logged for audit rather than
   masked.

Adds singleGameRecovery.test.js. Full suite: 13 suites / 119 tests.
2026-05-31 09:36:09 -04:00
jwinterm 223aa75871 security: move session token to handshake auth and rotate on resume
The anonymous session token is a bearer credential that was sent in the
Socket.IO handshake query string, where it leaks into proxy/access/referer
logs and is easily observed. Anyone holding it becomes that user (credits,
payout address, pending payments).

- Client now sends the token in the handshake `auth` payload instead of the
  query string. Server reads `auth` first and falls back to the query string
  for backward compatibility during rollout.
- The token is rotated on every successful resume, so a leaked/observed
  token is invalidated the next time the legitimate owner reconnects. The
  client already persists the token returned in `session_resumed`.

Adds a security test asserting resume returns a new token and the old token
no longer resumes. Full suite: 12 suites / 116 tests.
2026-05-31 09:29:20 -04:00
jwinterm d07967c3d1 security: fix batch-payout tx_hash collision and double-pay risk
transfer_split sends one on-chain tx to many destinations, so payout rows
in a batch share a tx_hash. The old UNIQUE index on payouts.tx_hash made
the 2nd+ row fail to record, leaving funds sent but rows stranded in
'processing' and re-sendable by the retry service.

- Migration 015 drops the payouts tx_hash unique index (idempotency is
  enforced by idx_payouts_one_per_game) and extends that guard to cover
  'processing' so no second payable row can be inserted mid-flight.
- Batch completion now updates the whole batch in a single transaction via
  id = ANY(...), so rows can't be left half-completed. Per-user stats use
  BIGINT arithmetic in SQL (no JS float).
- Ambiguous batch failures are marked 'needs_review' (which the retry
  service does NOT pick up) instead of 'failed', preventing a double-send
  when transfer_split may have already broadcast. Operator is alerted.

Adds batchPayout.test.js covering the shared-tx_hash completion and the
needs_review failure path. Full suite: 12 suites / 115 tests.
2026-05-31 09:26:14 -04:00
jwinterm 3e6e3b858b security: fix underpayment exploit and make provably-fair real
Phase 0.1 — Underpayment confirmation bug (CRITICAL):
Payment confirmation gated on `status.confirmed`, which checkPaymentStatus
sets for ANY incoming tx regardless of amount, so sending a single atomic
unit granted a full game/credits. Now gate on `status.complete` (received
>= expected). Underpayers are warned once and the payment stays pending so
a top-up can complete it. Persist `received_amount` for single-game and
credits confirmations for reconciliation. Adds an underpayment regression
test.

Phase 0.2 — Provably-fair was decorative (CRITICAL):
The committed seed had zero effect on the dungeon (created seededRNG was
unused; generation used Math.random + a globally-seeded ROT.RNG). Thread a
per-game seeded RNG derived from the committed seed through dungeon
generation (reseed the Digger via seedToInt + replace all Math.random) and
monster movement (seededShuffle). Add DungeonGenerator.regenerateFromSeed
and layoutFingerprint; /api/verify now regenerates the dungeon from the
seed and returns a fingerprint a player can independently reproduce. Adds a
determinism test suite.

Full suite: 11 suites / 113 tests passing.

Plan and progress tracked in docs/REMEDIATION_PLAN.md.
2026-05-31 09:14:21 -04:00
jwinterm f2b107fc5f fix stale smirk and amount bug 2026-03-01 13:56:35 -05:00
jwinterm a61851b0f7 add smirk payments and leaderboard and diff tuning 2026-02-20 13:54:36 -05:00
jwinterm ec3caabf1c feat: initial batch payout logic and output splitting script added 2026-02-18 07:30:46 -05:00
jwinterm f8ae69304a fix smirk login 2026-02-07 11:40:07 -05:00
jwinterm a81c19c936 feat: admin dashboard, alert service, and docs reorganization
- Add alertService.js with Resend email alerts for low balance, disconnects, failed payouts
- Update admin.html with full dashboard UI (stats, charts, tables, payout retry)
- Add wallet balance to /health endpoint
- Add getBalance() and checkTransactionStatus() to walletRPCService
- Fix payoutRetryService query and add alert integration
- Update .env.example with alert config (RESEND_API_KEY, ADMIN_EMAIL, etc)
- Reorganize docs: move TODO.md, LOGS_AND_BACKUP.md to docs/
- Extract deployment guide from README to docs/DEPLOY.md
- Consolidate TEMP_TODO.md into docs/TODO.md
2026-01-31 20:21:28 -05:00