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.
- 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.