Commit Graph
10 Commits
Author SHA1 Message Date
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 57048546de fix: restore game focus and ship local 3d 2026-07-25 07:52:11 -04:00
jwinterm 89398335c7 feat: productionize paid modes and PvP capture 2026-07-21 20:41:27 -04:00
jwinterm 263bfb1cf4 fix(render): iso/3d face movement dir; 3d crash-proof; brighter ASCII walls
- Iso & 3D character faced the wrong way: the SP game never sends player.facing (only the tavern
  does) so it defaulted to down/SW. Both renderers now INFER facing from the movement delta they
  already track (explicit e.facing still wins for the tavern).
- 3D could break the game: wrap ThreeRenderer construction (createRenderer) and the _animate RAF
  body in try/catch — a 3D failure now falls back to Tiled / stops the loop instead of throwing.
- ASCII walls/floors were near-invisible (legend colours are near-black, tuned for tile fog): use
  brighter glyph colours for wall/floor in ASCII (features keep their own colours).
2026-07-14 14:24:51 -04:00
jwinterm aabf20405f feat(3d): fog-of-war parity (hide unexplored + distance fog on explored)
3D built every tile including unexplored, revealing the whole map. Now: _buildTiles skips
unexplored (dark) cells so they never render (void), and the scene gets THREE distance Fog
(black, 14->32) which — since the camera follows the player — fades explored tiles to black away
from you. Background set to pure black to match. Entities are already fog-gated at the scene
level (features on seen, monster in-view). Net: unexplored hidden, explored fades with distance,
no map-edge leak — matching the 2D modes.
2026-07-13 08:53:43 -04:00
jwinterm 4c7b256c9a feat(3d): real player-follow camera (not fit-to-view)
3D is a paid rung and should behave like the other modes. Rework the THREE camera to FOLLOW the
player instead of framing the whole level: canvas now sizes to the host (setSize updateStyle),
the ortho frustum is a fixed player-centered zoom (span 8) with host aspect, and _animate re-targets
the camera to the player world position every frame (keeps the iso (8,9,8) offset; glides smoothly
since the player mesh lerps). SP._applyCamera no longer CSS-transforms the 3D canvas (it fills the
host and THREE owns the camera). Handles host resize via _fitToHost.
2026-07-13 08:49:23 -04:00
jwinterm f505a4fb8a make character customization projection aware 2026-07-06 06:38:19 -04:00
jwinterm 1ca18dfdbc fix: render visible animated 3d tavern avatars 2026-07-06 04:11:43 -04:00
jwinterm cb9efbe66c refactor: route render packs through avatar visuals 2026-07-06 03:53:13 -04:00
jwinterm 454e6ab69a feat: add tavern render kit and character entitlements 2026-07-05 20:57:46 -04:00