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.
The shared "juice" layer, pure-canvas (CSP-safe, no WebGL/shaders), driven off a
clock so both renderers light a scene the same way:
- html/js/render/fxLayer.js (NEW): RK.fx — layered-sine flame flicker, additive
warm glow, a dancing two-layer canvas flame, and pulsing hazard overlays
(lava/poison/spikes) with a footprint-clip callback so it fits square cells
and iso diamonds alike.
- Tavern now has FIRE: 4 corner braziers + a hearth on the left wall throw real
flickering light. Placed along walls, clear of spawn/aisles/tables.
- Both renderers: torch/hearth/hazard tiles draw only their FLOOR base in the
static pass (no more solid amber block), then RK.fx paints the animated flame
/ hazard pulse in the live loop. Tiled caches emitter positions and draws them
over the vignette so light punches through the dark edges; iso adds them as
depth-sorted fx items and keeps its RAF alive while any fire/hazard is onscreen.
- Dungeon hazard zones wired end-to-end in the scene model (lava L / poison P /
spikes ^ chars -> pulsing tiles) — they render the moment the generator emits
them; no client-authoritative fakes.
- fxLayer.js included in tavern.html + match.html.
Suite 58/419 green; render files node --check clean.
A — RICH ISO. The old iso-dungeon was a 7-tile sliver of Kenney Isometric
Dungeon; wire the full set so town/dungeon are RICH and interchangeable:
- Real architecture: full stoneWall, stoneWallWindow (actual window),
stoneWallDoorOpen (real door), archway, wood column, stairs.
- Distinct furniture per kind: table -> tableShortChairs (table+chairs),
keg/barrel -> real barrel, crate -> woodenCrate, shelf -> woodenCrates,
chest -> chestClosed (added to the floor+prop compositor). No more
everything-is-a-chest.
Facing (was 90 deg off, twice): verified against live movement the sprites are
angled CLOCKWISE from NE (0=NE,2=SE,4=SW,6=NW), so up->Male_0, right->Male_2,
down->Male_4, left->Male_6. Now the run anim points the way you actually move.
ASCII picker no-op: ASCII draws glyphs and consumes no tile pack, so
projForMode(ascii)=null and the packbar hides for it (it only ever made sense
for Tiled/Iso).
Suite 58/419 green.
Proves the packs-as-products loop end to end:
- Copied Kenney Isometric Medieval Town wood tiles (floor/floor2/wall/window/
door/banner) into assets/kenney/iso-medieval/.
- Registered 'iso-medieval' as a 2nd iso RENDER pack (its own tile geometry —
Medieval tiles are shorter than the dungeon set; reuses the dungeon characters).
Strong on architecture; no medieval furniture at this scale, so furniture kinds
fall back to floor for now (shines most in the dungeon).
- Catalog product: DEFAULT_CATALOG + migration 026, iso tier 2 / 15 credits.
- PACK PICKER in the tavern: when a projection has >1 unlocked pack, a selector
appears to switch live (setActivePack -> re-render). Uses ?unlock=1 to preview.
So: switch Iso ★, and the pack picker lets you flip iso-dungeon <-> Medieval Town
live. Adding the next pack = assets + registerPack + a catalog row. Suite 58/419 green.
The engine behind 'add more 2D tilesets / iso packs / 3D skins as products'. A
pack is a self-contained render environment for a projection (topdown/iso/3d);
because scenes are kind-based, the SAME pack renders both town and dungeon
(interchangeable), and each maps to a catalog id (monetizable, entitlement-gated).
- packRegistry.js: registerPack / packsForProjection / unlockedPacks (canUsePack)
/ activePackId (saved-if-unlocked else first unlocked) / setActivePack /
activePackAssets. Per-projection active-pack selection, persisted. In-memory
store fallback so it's testable under Node.
- assetPacks: registers the 3 built-ins (roguelike-interior topdown, iso-dungeon,
kenney-3d-characters) + activeIsoAssets()/activeThreeAssets() resolvers; RK.theme()
now defaults to the active topdown pack.
- isoRenderer + avatarVisuals (iso/3d character lookup) read the ACTIVE pack.
- packRegistry loaded before assetPacks in tavern + game.
Backward-compatible: one pack per projection resolves to today's defaults — nothing
changes visually. Adding a pack now = registerPack(...) + assets + a catalog row.
Tests: +5 (register/list, unlock filter, active/saved/fallback, refuse locked).
Suite 58 suites / 419 tests green.
Reusable zoom control (zoomControl.js): RK.attachZoom(host) adds wheel/pinch zoom
to a render host; RK.applyZoom(host) scales whatever canvas is mounted (2D or
WebGL) via CSS transform (pixelated so pixel art stays crisp), re-applied on mode
switch. Trackpad pinch = ctrl+wheel, handled the same way; double-click resets.
Wired into the tavern stage, so it works across Tiled/ASCII/Fancy/Iso/3D. Client-only.
The old 'cat' used a char-goblin sprite (green monster). Replaced with actual
pixel cats from the Pet Cats Pack (CC-0, commercial-ok):
- html/assets/cats/cat1..6-idle.png — 6 cats, 10-frame 50x50 idle strips.
- catSprites.js: loads + animates a cat sprite (RK.drawCatCanvas), flips to face left.
- tileRenderer: draws entities with kind 'cat' via the cat sprite path (shadow + frame).
- tavernLife: spawns a RANDOM cat that wanders the customer floor (not behind the
bar), injected as kind 'cat' with its catSprite id. Degrades to a villager if
catSprites.js isn't loaded.
- tavern.html loads catSprites.js.
Client-only (no server change). Suite 57 suites / 413 tests green.
Phase 2 — a signed-in player can post global chat under their OWN Smirk npub
instead of the shared bridge account:
- src/utils/verifyChatEvent.js: verify a client-signed chat event with the same
defenses as verifyNip98Event (rebuild clean event, recompute id, verify schnorr,
freshness) PLUS the impersonation guard — the event's pubkey MUST equal the
session's authenticated npub (users.smirk_public_key from NIP-98 login).
- ChatProvider.relaySignedEvent (base: local delivery only) + NostrChatProvider
override (local delivery + publish the PRE-SIGNED event to the relays, no
re-signing, echo-deduped) so it carries the player's npub.
- chatHandler.handleSignedChatMessage: rate-limit + resolve the session npub +
verify + escape + relay. socketHandlers wires the event. Serves
lobby + tavern (both render the global broadcast).
- html/js/smirkChatSign.js + tavern send wire: feature-detected client helper —
signs via window.smirk.signNostrEvent, falls back to the unsigned send when
Smirk isn't connected, so it's inert (and safe) until a page has a wallet.
Premium -> cosmetics (the P1 catalog already had the hook):
- entitlements.levelForUser now takes the HIGHER of premium_level and an
active-subscription tier, so a wowne.ro premium sub sets the entitlement tier
and unlocks tile/customization packs at/below it — one sub, chat perks +
cosmetics. Buying credits still never joins the premium ladder.
Behavior-preserving: no subscription_tier => unchanged; chat_signed only fires
when a client opts in. The client signing path needs browser verification against
a connected Smirk wallet (like the NIP-98 login). Tests: +13 (verify incl.
impersonation/tamper/channel/freshness, relay+echo-dedupe, sub-tier unlock).
Suite 56 suites / 407 tests green.
The tavern used ephemeral, room-scoped chat with no backlog, so entering it
showed a blank log. Wire it to the shared global chat provider instead:
- TavernManager takes a globalChatProvider (the lobby's chat provider) and
publishes tavern messages to the 'global' scope, so tavern + lobby share ONE
conversation that persists to Postgres and (when NOSTR_CHAT_ENABLED) fans out
over relay.smirk.cash. Falls back to the old tavern-scoped ephemeral provider
when none is injected.
- On join, the tavern sends the recent global backlog (chat_history) to the
joiner so history shows immediately.
- tavern.html: render chat_history on join and accept global-scope broadcasts
(not just this room's), so lobby<->tavern messages flow both ways.
Tests: +3 (join sends backlog, chat routes to global scope, legacy fallback
stays tavern-scoped). Suite 55 suites / 394 tests green.
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.
- tavernLife.js: client-side NPCs (bartender, patrons, cat) with autonomous
movement, random speech bubbles, and real-player chat bubbles
- T2b: spectator camera — watch live dungeon runs from inside the tavern
(game list, spectate_start/update, ESC to leave)
- R1: sceneFromGameState adapter — converts dungeon game state to render-kit
Scene with lighting grid and entity mapping
- R2: pre-populated Kenney roguelikeSheet tile defaults for the tiled renderer
- Dungeon renderer support: TileRenderer + AsciiRenderer handle lightGrid,
dungeon features/items/monster entities
- 3 new tests (242 total, 36 suites, all passing)