Commit Graph
25 Commits
Author SHA1 Message Date
jwinterm ce83ec4b6c fix: retry payout stat-counting and atomic tx_hash write
Two bugs in payoutRetryService.retryPayout:

- The "already on-chain" path guarded the user-stats update with
  NOT EXISTS (... WHERE id = this AND status = 'completed'), but it had just
  marked that same row completed in the same transaction, so the guard was
  always true-negative and stats were never counted. Replaced with a
  conditional UPDATE ... WHERE status <> 'completed' RETURNING, so the row's
  transition drives an exactly-once stat count.
- A successful retry wrote tx_hash in a standalone query and then marked the
  payout completed in a separate transaction; a crash between the two left a
  tx_hash on a non-completed row. Now tx_hash + completion + stats happen in
  one transaction.

Adds payoutRetry.test.js (count-once, no-double-count, atomic completion).
Full suite: 16 suites / 134 tests.
2026-05-31 10:00:51 -04:00
jwinterm 473a4091d4 fix: snapshot payout terms at game start (what-you-saw-is-what-you-get)
Payouts were computed at completion from LIVE config, so an admin changing
multipliers mid-game would change the payout of an already-in-progress game.

- Migration 016 adds payout_escape_amount/payout_treasure_amount (BIGINT) and
  the corresponding multipliers to the games table.
- Both game-start paths stamp the resolved payout amounts (computed from the
  config in effect at entry) onto the game row.
- completeGame pays from the snapshot, falling back to live calculation only
  for legacy games that predate the snapshot columns.

Adds payoutSnapshot.test.js proving a mid-game config change cannot alter an
in-flight payout. Full suite: 15 suites / 131 tests.
2026-05-31 09:55:45 -04:00
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 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 5776c58357 fix credits package bug and improve stale payment logic 2026-02-19 07:05:15 -05:00
jwinterm bc55f0355e fix edge cases and tests 2026-02-19 06:15:45 -05:00
jwinterm 9a53df4a35 Fix critical double pay bugs 2026-02-01 16:38:51 -05:00
jwinterm 3aeb4fc2f1 fix: remove old files and hardcoded stuff 2026-01-28 17:33:51 -05:00
jwinterm ce58a33347 Fix payment bugs, add comprehensive tests, remove dead code
Payment Fixes:
- Prevent credits going negative with WHERE credits >= $1 check
- completeGame now uses recorded payment_mode from game record instead of global gameMode
- Add duplicate payout prevention by checking for existing payouts before processing

Dead Code Cleanup:
- Remove unused MoneroPayService (WalletRPCService is the actual service)
- Remove legacy MoneroPay references from comments

Tests:
- Add 50 comprehensive payment/payout tests (payment_payout_comprehensive.test.js)
- Expand WalletRPCService tests (4 -> 31 tests)
- Total: 106 tests passing across 10 test suites

Documentation:
- Update TODO.md with recent fixes and correct test counts
- Update migration comments to reflect actual wallet service used
2026-01-13 16:45:11 -05:00
jwinterm a91aed84a5 fix single game payment flow and tests 2026-01-08 15:57:47 -05:00
jwinterm aec1c71a8c add early entry and help screens for new users 2025-12-26 10:21:25 -05:00
jwinterm 48cdb0c6da security: remove deprecated request package, fix npm audit vulnerabilities
- Replace deprecated 'request' with axios in rpccalls.js
- Remove 'request' from package.json (was only used in one file)
- Update node-pg-migrate to ^8.0.4 to fix glob vulnerability
- Run npm audit fix to resolve axios, form-data, js-yaml vulnerabilities
- Fix test/index.js to use correct path for rpccalls import
- Add Node.js installation and npm audit instructions to README
- Add deploy key setup instructions to README

Before: 8 vulnerabilities (1 low, 2 moderate, 3 high, 2 critical)
After: 0 vulnerabilities
2025-12-24 11:38:54 -05:00
jwinterm aa419689c8 fix multimode payments and get credits working again 2025-12-21 14:08:20 -05:00
jwinterm 4e7a773496 add address modal and try to fix payout 2025-09-29 17:40:59 -04:00
jwinterm 95711b9d26 add error handling and more tests 2025-09-29 11:20:11 -04:00
jwinterm 9a4911f410 fix audio and add new audio and fix qr and db index 2025-09-28 10:43:48 -04:00
jwinterm e3915dcde2 Begin payment logic and tests 2025-09-27 08:45:22 -04:00
jwinterm bd97d9d848 First (untested) payment and db setup 2025-06-01 14:17:29 -04:00
jwinterm f02e16272e refactor frontend and fix debug mode 2025-05-29 13:40:44 -04:00
jwinterm f550ee069d lighting works! 2025-05-26 13:45:46 -04:00
jwinterm ab67728fb2 Start implementing torches and light and add some new tiles 2025-05-26 07:55:03 -04:00
jwinterm 32a7201548 ok game is working-ish 2025-05-25 19:03:29 -04:00