Commit Graph
43 Commits
Author SHA1 Message Date
jwinterm 2ff8d0be67 feat: multi-node daemon failover and graceful degradation when nothing answers
Closes the two findings left open from the pre-launch review.

Node redundancy (it was node reachability, not chain health)
  RPC_ENDPOINTS accepts any number of daemons in preference order; PRIMARY /
  FALLBACK still work and are appended. The list is deduplicated, which exposes
  that the stock config pointed both at the SAME host — what looked like
  redundancy was one node.

  One logical call now walks every endpoint before failing, instead of needing
  three consecutive failures to try exactly one alternate. Each node still has
  to pass the chain-identity check before it may answer, so failover cannot
  silently serve another chain's data. `failoverActive` is no longer a one-way
  latch: the preferred node is re-tested every RPC_PREFERRED_RETRY_MS, so
  recovery no longer requires a restart. healthCheck probes every node.

Graceful failure
  Entries are refused while no node is reachable. A run is measured in blocks
  and its entry block comes from the last successful poll, so a game admitted
  during an outage was anchored to an already-past block and killed as a timeout
  on the first recovered poll — the player lost a run, and in paid mode an
  entry, to our infrastructure. The gate sits in _runAdmission, ahead of any
  credit spend, and says so to the player.

Wallet: refused, not failed over
  Two wallet-rpc processes over one wallet file can build transactions from the
  same outputs and corrupt the cache. A standby wallet is a custody decision for
  the operator, not something this code may take on its own — daemons are
  read-only and interchangeable, wallets are neither. So a wallet outage
  declines paid intake cleanly and leaves credits and free play working.

Auth limiter evicts instead of refusing
  The bounded key map 429'd any NEW ip once full, turning a memory cap into a
  DoS primitive: a distributed source could hold it at capacity and lock every
  first-time caller out of Smirk login. It now reclaims expired entries and, if
  still full, evicts the oldest live windows. Same memory ceiling, still a
  working limiter.

129 suites / 1026 tests pass.
2026-07-26 07:49:18 -04:00
jwinterm dacbf356ed fix: close pre-launch review findings and light the premium renderers
Adversarial multi-agent review of the launch candidate produced 22 confirmed
findings (12 more were refuted). This closes the critical, high, and the
mediums/lows that are cheap and real, then does the iso/3D/Tavern art pass.

CRITICAL — unauthenticated remote kill switch
  Socket.IO does not wrap listener invocation, and this process treats
  uncaughtException/unhandledRejection as fatal, so ONE unguarded throw in ANY
  listener exits the server. `socket.emit('debug_ping')` with no argument did
  exactly that, and systemd restarts straight back into it. Every registration
  in handleConnection now goes through a safe-dispatch wrapper that contains
  sync throws and rejected promises to the offending socket; handleDebugPing
  also stops trusting its payload.

HIGH
  - NIP-98 login now binds the signed event to this deployment's host. The path
    check alone let an event signed for any other origin authenticate here, and
    linking ADOPTS the account owning that pubkey — full account takeover.
  - Fog of war is enforced server-side. getState() shipped absolute
    entrance/exit/treasure coordinates and the monster's exact position in every
    frame, with concealment implemented only in the browser. Discovery is sticky;
    the monster is reported only while in view.
  - NODE_ENV must now be explicit and recognized. Unset, every production gate
    read false while DebugManager reported production and silenced logging.
  - Tavern chat applies the lobby's ban list, rate limiter and user_id
    attribution before entering global chat.
  - userRegistry is deleted by socket.id (it was keyed by socket.id and deleted
    by socket.client.id, so nothing was ever freed).

MEDIUM / LOW
  - Payouts: a legitimately split transfer_split kept its transaction hashes
    instead of quarantining already-broadcast funds with tx_hash NULL, and
    provably pre-broadcast failures return to 'pending' rather than needs_review.
  - RateLimiter key parsing fixed — cleanup() freed nothing and expired windows
    never reset, because ids contain colons.
  - Enter no longer submits a paid entry from behind a modal.
  - Lobby chat no longer double-escapes server-escaped text.
  - Rate limits for identity:get / address:prompt / early_entry.
  - Spectators released when a game ends by disconnect, not just settlement.
  - movementManager / addressManager per-socket maps cleaned on disconnect.

Renderers
  Iso: opaque shading instead of translucent fog, additive torch/lantern/beacon
  light pools, crevice AO, embers, cold memory wash, and it stops reallocating
  the whole canvas every animation frame.
  3D: instanced level geometry (3 draw calls), procedural stone/flagstone
  materials, torch lights + shadows, real meshes for stairs/chest/monster
  (they were humanoid capsules), dust motes, wall cutaway, and lighting
  rebalanced now that fog is measured from the camera.

Tavern
  Block height and hash fragments drift around the stage edge and ripple when a
  block lands, fed by a cosmetic chain tip added to the blockheight broadcast.
  Speech bubbles work again (they keyed off a socketId the server stopped
  sending).

126 suites / 1005 tests pass.
2026-07-26 07:29:47 -04:00
jwinterm a5a210e426 docs: record renderer Tavern and production state 2026-07-25 08:37:52 -04:00
jwinterm 28112e1f6f docs: isolate stagenet canary funding RPC 2026-07-24 11:23:20 -04:00
jwinterm ca8e189b20 fix: enforce operated paid mode contracts 2026-07-23 20:31:20 -04:00
jwinterm 05197925d9 fix: version monerogue direct-only disclosure 2026-07-23 15:12:46 -04:00
jwinterm 14c8014dc4 fix: make monerogue direct-entry only 2026-07-23 14:49:34 -04:00
jwinterm 578f6ce1a0 feat: polish deterministic pvp capture framing 2026-07-23 11:42:10 -04:00
jwinterm cbaca7d45b fix: enforce operated product boundaries 2026-07-23 10:44:32 -04:00
jwinterm 80d7f35e1f feat: preserve solo runs across production restarts 2026-07-22 15:05:49 -04:00
jwinterm 91f139eeaa feat: harden operated production release 2026-07-22 12:56:00 -04:00
jwinterm 89398335c7 feat: productionize paid modes and PvP capture 2026-07-21 20:41:27 -04:00
jwinterm 42ed51af69 feat(monetization): lock the cosmetic ladder (loyalty model) + free Original pack
Nails down the premium unlock system per the design pass:
- FREE `original` topdown pack (NEW): the game's bare tiles — floor/wall/door/
  torch/features only, no furniture, so the free tavern reads plain (the intended
  "reason to unlock"). Registered in assetPacks (RK.THEMES.original) as the free
  default topdown pack; plain ASCII stays free (accessibility).
- Loyalty ladder (lifetime credits PURCHASED, cumulative, NOT deducted → buying to
  play also unlocks cosmetics): Interior 1, skins 5, iso 10, +tilepack 20, +iso 40,
  3D 50. Each row is data (tilepack OR skin) → operator appends more at any rung.
  DEFAULT_CATALOG (entitlements.js) + migration 028 + MONETIZATION.md ladder table.
- Tests updated to the new thresholds (catalogEntitlements_ultra, directEntryCredit_ultra).

Note: this reprices roguelike-interior from free → 1cr, so once deployed the free
tavern becomes bare (by design). Deploy is bundled with the single-player render-kit
migration so the free-tier change lands with its payoff. Suite 61/432 green.
2026-07-12 09:52:13 -04:00
jwinterm 643bec4721 docs: pass for the 2026-07 build — balance sim, multi-level, render packs
- README: rewrite Difficulty section (per-network LEVELS ∝ block time, WOW=5min,
  multi-level descent, corrected casino size); document game_event + depth in the
  Socket.IO table.
- NEW docs/BALANCE_SIM.md: the block-timed edge math (exponential deadline), the
  headless sim over the real engine, what it proved (size self-cancels, fast monster
  fails on slow chains), and the per-network NETWORK_TUNING model.
- NEW docs/MULTI_LEVEL.md: descent mechanic, vault-only treasure, per-level
  provably-fair seeding, config, file map, open polish.
- NEW docs/RENDER_PACKS.md: modes-vs-packs, the RK.fx layer, iso/tiled/zoom/cat.
- docs/ARCHITECTURE.md: mark the block-time-difficulty gotcha RESOLVED; add render
  kit + balance/pacing sections and cross-links.
- docs/TODO.md: 2026-07 done/pending section.
2026-07-11 22:29:57 -04:00
jwinterm 4b92e70d4c feat: decaveat Phase 2 — subscription->tier data source + robust client signing
Caveat 2 (premium sub had no data source) -> RESOLVED:
- src/services/subscriptionService.js: resolves a premium tier by npub. Two
  sources, both optional (absent => null => unchanged): PREMIUM_NPUBS operator
  allowlist (npub1/hex[:tier]) works TODAY with zero backend dependency, and an
  optional SMIRK_PREMIUM_STATUS_URL HTTP endpoint for full automation. Cached.
- identityService.entitlementsForUser populates user.subscription_tier from it
  (by smirk_public_key) before the snapshot, so an active sub unlocks cosmetics.
  (The Smirk backend's /premium/status is self-only, so a by-npub service lookup
  is the one remaining backend addition for full automation — documented.)

Caveat 1 (client signing was bare scaffold) -> HARDENED:
- html/js/smirkChatSign.js now does the Nostr-scope-grant retry (sign first; on
  NOT_AUTHORIZED, getNostrPublicKey() once + retry), same as SmirkAuth — so a
  returning user signs with one approval instead of silently falling back. Still
  feature-detected + graceful. A real Smirk wallet click is the last confirm.

Docs updated (MONETIZATION.md, CHAT_AND_NOSTR.md). Tests: +6 (allowlist hex/npub1,
HTTP active/inactive+cache, identityService unlock, non-premium unchanged).
Suite 57 suites / 413 tests green.
2026-07-10 22:33:13 -04:00
jwinterm 343c1f689b docs: architecture pass for the 5-pillar build + autodocs setup
Hand-authored architecture docs (the 'why'/seams that autodocs can't capture):
- docs/ARCHITECTURE.md   index + system map + the 5 pillars + chain profiles + conventions
- docs/CHAT_AND_NOSTR.md ChatProvider seam, bridge vs per-player signing, two-relay
                         tier model, verifyChatEvent impersonation guard, relay policy
- docs/PAYMENTS.md       provider contract + registry, BTCPay/checkout/native, hot path
- docs/RULESETS.md       Ruleset data object, win-condition strategies, PvP, MatchRoom seam
- docs/MONETIZATION.md   credits, cosmetic_catalog, the four-way unlock rule, premium->tier

Autodocs (reference layer): added a docs:api npm script (jsdoc-to-markdown) that
regenerates docs/API.md from the existing JSDoc. Enable with 'cd src && npm install'
then 'npm run docs:api'. Hybrid by design — auto reference + hand-authored architecture.

No runtime code changed. Suite 56 suites / 407 tests green.
2026-07-10 22:24:37 -04:00
jwinterm 0f68eec26b feat: real-time multiplayer race mode (free, prestige, crypto)
Adds a complete block-cadence multiplayer race mode alongside solo and tavern.
  Disabled by default; enable with MATCH_ENABLED=true.

  Highlights:
  - New shared engine: MatchRoom, MatchEngine, MatchState (transport-agnostic, unit-tested).
  - Per-economy queues: free, credits_prestige, crypto_race with atomic escrow/refund.
  - MatchScheduler drains queues on every new block and starts 2–32 player races.
  - MatchManager handles Socket.IO lifecycle, server-authoritative movement, reconnect grace,
    forfeit/AFK handling, and end-of-match persistence.
  - Crypto races use race-entry tickets (grants.race_entries) to avoid on-chain refunds; winner
    payout is queued through the existing batch payout/retry service.
  - Leaderboard integration: free → Pleb, prestige → /api/leaderboard?board=prestige,
    crypto → Hall of Champions.
  - Tavern integration: Queue for Race panel, active race list, and live spectator rendering.
  - Dedicated /match.html client with economy selector, race HUD, and post-match scoreboard.
  - Migration 022 adds matches, match_entrants, match_events, match_queue_entries,
    race_entry_transactions, users.race_entries, and payouts.match_id.

  Docs:
  - New docs/MATCH_MODE.md with full architecture, config, events, and operational notes.
  - Updated README.md, docs/TAVERN_AND_MULTIPLAYER.md, docs/TODO.md, src/.env.example,
    and src/.env.

  Tests: 40 new unit tests across 7 suites, all passing.

  Known follow-ups for real-world validation:
  - Full integration test with Postgres + Socket.IO.
  - Server boot check with MATCH_ENABLED=false (default) to ensure solo/tavern remain unaffected.
  - Browser render-kit verification in /match.html and tavern spectator.
  - Crypto-race payout end-to-end with real wallet-rpc.
2026-07-09 13:26:52 -04:00
jwinterm 454e6ab69a feat: add tavern render kit and character entitlements 2026-07-05 20:57:46 -04:00
jwinterm 703dda265b docs: tune stagenet payout caps for the ~0.38 sXMR bankroll
Lower PAYOUT_MAX_PER_GAME to 0.05 XMR (real max is 3x*0.01=0.03), add
LOW_BALANCE_THRESHOLD alert/halt, and note the bankroll + faucet-refill tip.
2026-05-31 15:14:12 -04:00
jwinterm aab2c1ceec docs: deploy artifacts for the monerogue.app stagenet instance
Prepared (not executed) artifacts for the two-instance deployment:
- scripts/deploy/monero-wallet-rpc.service: Monero STAGENET wallet-rpc unit
  (mirrors wownero-wallet-rpc; binds 127.0.0.1:38083, daemon :38081, password
  placeholder).
- scripts/deploy/monerogue.service: second game instance unit (separate
  user/dir/DB, :3001).
- docs/DEPLOY_INSTANCES.md: full runbook for both instances — mainnet
  reconfigured to free-to-play + NO payouts, and the new Monero stagenet
  instance with payouts ON; includes the monerogue .env and verification.

No server changes and no secrets committed (placeholders only).
2026-05-31 15:13:06 -04:00
jwinterm 7581ba79cb refactor: frontend de-spaghetti (dup declares, dead code, log gating)
- Remove the duplicate _gameMode declaration in the client SocketHandlers
  object literal — it was declared twice, so the later `null` silently
  shadowed the earlier `'free'`. Now declared once with the effective value.
- Remove the dead SocketHandlers._appendMessage calls in smirkAuth.js; that
  method never existed, so the guard always fell through to the working
  .text() append. Keep the safe append.
- Gate broadcastManager's high-volume per-event logs (user count, chat message
  incl. message/socketId PII, game update, game start) behind debug mode;
  previously they logged on every event regardless of NODE_ENV.

Full suite: 21 suites / 155 tests.
2026-05-31 14:39:12 -04:00
jwinterm d5df5dbd12 refactor: remove dead move handler + stale test scratch files
4.2 (partial): Delete the dead handlePlayerMove socket handler and its
orphaned playerMoveTimestamps map + cleanup. It was never registered (the live
move path is MovementManager.handleMove) but, if ever wired, it double-stepped
the monster and bypassed the escape/collision event handling — a loaded
footgun. No behaviour change.

4.5: Delete 14 stale non-jest files from test/ (5 scratch .js scripts + 9
.html debug pages) — they contain no jest constructs and are referenced
nowhere. test/ is now exclusively the 21 real jest suites.

Full suite: 21 suites / 155 tests.
2026-05-31 14:31:10 -04:00
jwinterm 7d3456f107 fix: dungeon reachability guard + per-substep monster collision
3.2 Reachability: a dungeon whose exit is unreachable from the entrance is
paid-but-unwinnable. generate() now BFS-checks entrance->exit and regenerates
if unreachable. Retries are deterministic (per-attempt ROT seed = seedInt +
attempt; the seeded rng stream keeps advancing), so verify-regeneration
replays the same attempts and reproduces the exact dungeon — the provably-fair
determinism from Phase 0.2 is preserved. The single-pass body is extracted to
_generateOnce and isReachable does the flood-fill.

3.3 Monster collision: with movesPerPlayerMove > 1 (the casino preset's 1.5x
speed) the monster takes multiple steps per turn, but collision was only
checked after the loop — so it could step onto the player's tile and off again
between checks, phasing through and missing the catch (player-favorable, erodes
the house edge). Collision is now checked after each sub-step.

Adds reachability tests (provablyFair.test.js) and monsterCollision.test.js.
Random block timing remains the untouched core mechanic. Full suite: 20 suites
/ 153 tests.
2026-05-31 14:08:45 -04:00
jwinterm d2ff9c27ba 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.)
2026-05-31 13:52:51 -04:00
jwinterm 895aa2af3d fix: input validation + memory-leak/concurrency hardening
- register_client now validates the client-supplied clientId (type, length,
  charset) before it enters clientSocketMap as both key and value, closing a
  map-poisoning / mapping-impersonation vector.
- mempoolNotified is now a Map with real TTL eviction owned by PaymentHandlers
  (the actual dedup set). The dead duplicate Set in SocketHandlers and its
  random-10%-per-cycle eviction (which could drop live entries) are removed;
  addresses are also evicted promptly when monitoring stops.
- The SessionManager `sessions` cache is evicted on disconnect (removeSocket,
  called after the suspend logic reads it) so it no longer grows unbounded
  with every socket ever seen.
- sessionManager.dispose(), suspendedGameManager.cleanup() and
  paymentHandlers.dispose() are wired into SocketHandlers.shutdown() so their
  timers/maps don't leak on shutdown.
- checkGamesTimeout snapshots activeGames before iterating and awaits each
  game-over sequentially (was mutating the Map during forEach and firing
  async game-overs concurrently, which could skip games / double-process).

Adds inputValidation.test.js. Full suite: 19 suites / 149 tests.
2026-05-31 13:46:53 -04:00
jwinterm 448cb2f528 fix: reconnect-proof rate limiting (stable id + real client IP)
Socket-event rate limits keyed on socket.id (new on every reconnect) and
passed NO ip argument, so the "IP-limited" prefixes never actually applied —
reconnecting reset every limit, and chat had no IP limit at all.

- New rateLimitContext helper resolves a STABLE identity (anon_token -> id,
  falling back to socket id) and the real client IP (X-Forwarded-For honoured
  only when TRUST_PROXY=true, else handshake address — no spoofing on direct
  exposure).
- game:start, address:set and chat:message now pass (stableId, action, ip);
  connection:new uses the real IP. 'chat:' added to IP-limited prefixes.
- Express 'trust proxy' enabled when TRUST_PROXY=true; documented in
  .env.example. Aligned the contradictory default limit values with the
  production override.

Adds rateLimit.test.js (reconnect can't bypass, IP backstop for fresh
identities, XFF gating). Full suite: 18 suites / 143 tests.
2026-05-31 10:21:28 -04:00
jwinterm 41676fa072 refactor: unify identity resolution on stable user_id (anon_token)
There were two identity systems: SessionManager keyed on the stable, UNIQUE
anon_token, and getOrCreateUser keyed on the mutable, non-unique socket_id.
The latter could create a duplicate "orphan" user row (or resolve the wrong
row) when the socket_id lookup raced the session's socket_id update —
desyncing credits and payouts between the two rows for one human.

- getOrCreateUser now resolves through SessionManager's stable identity first
  (anon_token -> users.id), re-selecting a fresh row by stable id, and only
  falls back to the legacy socket_id lookup when no session exists. The
  last-resort create now warns, since it indicates a missing session.
- gameModeManager.sessionManager is wired in SocketHandlers so the
  session-first path is active in production.
- anon_token is already UNIQUE (migration 003), so the stable-identity
  constraint already exists; no new migration needed.

Re-keying the in-memory activeGames map by user_id is deferred (invasive;
already mitigated by stamping dbUserId on the game in the disconnect fix).

Adds identityResolution.test.js proving no duplicate row is created when a
session exists. Full suite: 17 suites / 136 tests.
2026-05-31 10:15:08 -04:00
jwinterm 34788e5810 fix: credits BIGINT, idempotent migration 010, atomic migration runner
- Migration 018 widens users.credits and credit_transactions.amount/
  balance_after from INTEGER to BIGINT (consistent with the atomic-money
  columns; removes a latent overflow risk on admin-configurable packages).
- Migration 010 rewritten with conname-guarded DO blocks so it is idempotent
  and safe to re-run / recover from a partial apply (bare ADD CONSTRAINT
  previously hard-failed on re-run and could wedge startup).
- The migration runner now applies each migration and records its ledger row
  in a single transaction, so a migration can never be applied-but-unrecorded
  (which would re-run a non-idempotent migration on the next boot).

Verified end-to-end against a throwaway Postgres database: all 18 migrations
apply cleanly, a second run skips via the ledger, credits is bigint, and the
new constraints/indexes are present. Full suite: 16 suites / 134 tests.
2026-05-31 10:07:15 -04:00
jwinterm 2e6f1a6335 fix: admin refund actually sends funds (was calling a nonexistent method)
The admin "send funds" refund path called walletRPCService.sendPayment(),
which does not exist — guarded by a typeof check, so it silently never sent
while still reporting the refund as processed.

Now uses the real processPayout() (validates the address and transfers,
returning { success, txHash }), and refunds the amount the user actually paid
(received_amount, recorded at confirmation) rather than the expected amount,
falling back to expected for older records.
2026-05-31 10:02:19 -04:00
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 f9c6ce59d2 fix: CHECK constraints on money-table statuses; cover processing in payout guard
A typo in a status string (e.g. 'complete' vs 'completed') silently produced
a money row no index/predicate matched, orphaning funds.

- Migration 017 adds idempotent NOT VALID CHECK constraints on payments.status,
  payments.payment_type and payouts.status. NOT VALID enforces all new writes
  without failing on any pre-existing rows; conname guards make it re-runnable.
- The in-code existing-payout guard in completeGame now also covers the
  'processing' status (matching the unique index from migration 015), so a
  duplicate win can't create a second payable row while a payout is mid-flight.

Full suite: 15 suites / 131 tests.
2026-05-31 09:57:56 -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 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