Commit Graph
48 Commits
Author SHA1 Message Date
jwinterm 89398335c7 feat: productionize paid modes and PvP capture 2026-07-21 20:41:27 -04:00
jwinterm 59de1f2b36 feat(ui): regroup the sidebar into labeled sections (Loadout / Explore / Progress)
Per the menu redesign: PLAY on top, then Loadout (Character + Style/render-picker), Explore
(Watch + Tavern), Progress & account (Shop + Anim + the hud-chip toolbar). Pure reorder +
group headers — every id/handler preserved, no grid change. Bottom-console (#3) is next.
2026-07-12 15:42:07 -04:00
jwinterm 1325b49b42 feat(render): single-player dungeon renders through the render kit (packs in gameplay)
The migration that makes the pack ladder pay off IN the dungeon, not just the tavern.
The SP game now draws via RK (Tiled/ASCII/Iso/3D + unlocked packs) instead of the
legacy ROT display.

- Adapter: sceneFromGameState now consumes the CLIENT state shape (sparse {y:{x:v}}
  tile maps, not just server arrays) via maxDims(). Verified + unit-tested.
- Bug fix: RK.sceneFromGameState was never actually exposed (only RK.scene.*), so
  matchClient + tavern spectator were silently no-op-ing. Aliased onto RK.
- Bridge (spGameRenderer.js, RK.SPGame): mounts an RK renderer in a dedicated host
  inside #game-display, toggles the legacy ROT canvases, zoom-enabled. Game._draw
  GameScreen prefers it and FALLS BACK to RenderEngine on any failure, so the live
  game can never blank. ROT still draws the splash/win/lose text screens.
- Picker (spRenderPicker.js): homepage mode + pack selector, gated by entitlements
  (free = Tiled/Original + ASCII; ladder unlocks Iso/3D/packs), rebuilds on identity.
- index.html loads the render-kit renderers + the bridge/picker.

Bundled with the catalog ladder (migration 028): free Original bare pack, ladder
1/5/10/20/40/50. Deploying makes the free tavern bare (by design) AND the dungeon
render-kit-ed. v1 renders the whole explored level + zoom (player-centered camera is
the next polish). Suite 62/435 green; adapter smoke-verified.
2026-07-12 10:14:56 -04:00
jwinterm d8abe89cb7 fix(home): align splash legend + make the character creator discoverable
- Splash legend (screenManager.js): every row now uses a uniform 2-cell icon slot at
  a shared left edge and a single fixed text column, so the four icons + descriptions
  line up regardless of glyph width (was: per-row span math + leading-space hacks →
  ragged columns, player sprite offset).
- Character creator was already on the homepage but read like an admin control: the
  button showed the DEFAULT character label "Operator". Renamed the default to
  "Adventurer" (charCustomize.js), switched the icon 🧍→🎭, and gave it a clear
  "Create / customize your character" tooltip so it announces itself.
2026-07-12 08:55:24 -04:00
jwinterm 11b7fb1272 feat(render): pack registry — multi-pack, interchangeable render environments
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.
2026-07-11 13:40:29 -04:00
jwinterm b31a408789 feat(ui): consolidate help to a single credits model; make reward line payout-honest
Reframe the two 'Direct Payment / Credits Mode' cards as one 'Credits' model — 1 credit = 1 run, bought singly at base price or in discounted bundles. Adds the drop-in-timing note (jump in now or next block; block timing is memoryless so the expected wait is the same). Reward line is now config-driven: shows crypto multipliers only when payouts are actually enabled, otherwise the Hall-of-Champions framing — fixes the help advertising 2x/3x payouts on a PAYOUTS_ENABLED=false (prestige) deployment. Header renamed to 'Credits & Entry'.
2026-07-10 14:53:50 -04:00
jwinterm a62eefb47b fix: resolve security/correctness review + AAA graphics pass
Backend (Tier 0/1/3): single-payout double-pay -> needs_review; admin-retry tx_hash guard; UNIQUE index on games.payment_id (migration 023) + atomic claim; reconnect no longer resets block-timeout; completeGame keys on user_id+dungeon_seed (not socket_id); token-gated /api/user/:socketId/* endpoints; payout min/max enforcement; orphaned-active-game boot recovery; sessionManager cleanup FK fix; XFF rightmost-hop; global uncaughtException/unhandledRejection guard; server binds 127.0.0.1; provably-fair client-seed (HMAC) + RNG [0,1) bound; difficulty preset ranges reach the digger; chat no longer leaks full socket.id; removed dangerous-keyword SQL theater.

Match mode (Tier 2, still MATCH_ENABLED-gated): fixed match_queue/match_move crash paths + scheduler dead-code + leaked ceiling timer; pot collected before start with abort+refund; BigInt/basis-point fee math, capped payout; no-address winner claimable; winnerId==placement[0]; finalize schema + payout-first isolation; reconnect re-key with ownership; refunds on all cancel paths; real countdown; map/timer cleanup. +16 tests.

Graphics: new overlay FX layer (torch light, vignette, embers, sparkle/burst/flash/shake, self-suspending rAF); gameplay juice; atmospheric screens; CSS design-token chrome with framed modals; richer Kenney tile renderer; imported Kenney dungeon/interior sheets + fx particles.

Verification: 45 suites / 312 tests pass; 40 changed JS files parse; 20 server modules load clean; no regressions.
2026-07-09 17:46:58 -04:00
jwinterm 83020f6c08 polish character customizer render choices 2026-07-06 04:26:00 -04:00
jwinterm 3195386ba1 refactor: resolve avatar visuals through render kit 2026-07-06 03:41:11 -04:00
jwinterm be780c17e6 feat: use character identity in single player 2026-07-06 03:16:26 -04:00
jwinterm 07cfe80591 feat: improve character customization colors 2026-07-05 21:09:52 -04:00
jwinterm 454e6ab69a feat: add tavern render kit and character entitlements 2026-07-05 20:57:46 -04:00
jwinterm 63e3006aca launch features: win feed, public stats, share-a-win, live CTA
Four pre-launch additions to make the game feel alive and shareable:

- Live win feed: server broadcasts 'win_feed' on every escape; client shows a
  transient toast ('X escaped with the bag') so the room feels active.
- Public stats: GET /api/stats (10s-cached) returns games + escapes in the last
  24h and total paid out; a status-area strip polls it for social proof.
- Share-a-win: game-over screen gets 'Share to X' + 'Copy link' buttons pointing
  at the /verify page, which now renders OpenGraph/Twitter-card meta (brand OG
  image per instance) so shared links unfurl with a preview.
- Land-on-action: a dismissible 'N games live now — watch' CTA appears on connect
  when games are in progress, opening the existing spectator panel. Non-intrusive:
  hidden while playing/spectating and never hijacks the canvas.
2026-06-01 09:17:48 -04:00
jwinterm 038f47051f mobile: compact action buttons to one row, shrink/lighten D-pad
On phones the primary buttons now read START / WATCH / SHOP (short labels via
spans toggled by media query) with tighter padding so they fit a single row.
The on-screen D-pad is smaller (44px) and more transparent so it covers less
of the chat/game underneath.
2026-06-01 08:35:33 -04:00
jwinterm bfca9b340f feat(mobile): viewport, responsive layout, and touch controls
The layout was already partly responsive (max-width:100vw, min(480px,90vw)
modals, canvas max-width:100%, and the renderer centres a fixed viewport on the
player) but had no viewport meta, so none of it engaged on phones.

- Add the viewport (+charset) meta — unlocks the existing responsive rules.
- Mobile media query (<=820px): stack the 3-column grid into one column
  (header/status/game/chat/input/footer), shrink fonts, and cap the fixed-width
  play/history/leaderboard modals to 94vw so they fit instead of overflowing.
- On-screen D-pad + swipe-to-move (new touchControls.js), both emitting the
  same player_move {direction} event the keyboard uses — no game-logic change.
  Shown on small screens or any touch device (body.touch).
- Remove the leftover "GAME AREA" debug overlay.
2026-05-31 16:13:21 -04:00
jwinterm ccdb4521b2 feat(ui): crypto-aware title/favicon + clearer Champions vs Pleb framing
- Footer title and favicon now track the currency: "Monero Roguelike" + the
  Monero logo favicon on the XMR instance, "Wownero Roguelike" + the existing
  favicon on WOW (driven by UI.updateGameTitle).
- "Choose How to Play" modal: a header explains that paying (credits/entry)
  puts high scores in the Hall of Champions while free play uses the Pleb
  leaderboard, and each option now says which board it feeds — on both the
  no-payout (mainnet) and payout (stagenet) variants.
2026-05-31 15:40:26 -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 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 a61851b0f7 add smirk payments and leaderboard and diff tuning 2026-02-20 13:54:36 -05:00
jwinterm 1a714fd69d fix credits display 2026-02-20 09:36:55 -05:00
jwinterm a56063867e fix: chat scrollback and admin control 2026-02-03 12:02:52 -05:00
jwinterm 7573c300cd fix: smirk modal 2026-01-29 08:46:52 -05:00
jwinterm 2286d8deff Feat: add smirk login
Fix: add security hardening and transaction database commits
2026-01-28 17:21:53 -05:00
jwinterm 8fb5c58f9a Fix: History payments 2026-01-13 19:13:11 -05:00
jwinterm aec1c71a8c add early entry and help screens for new users 2025-12-26 10:21:25 -05:00
jwinterm 675caf220f fix payment modal 2025-12-24 19:31:46 -05:00
jwinterm 244a584204 feat: add payout retry tracking and HOSTED_BY footer
Payout retry system:
- Add migration 007 with retry_count, last_error, last_retry_at columns
- Payouts now retry up to PAYOUT_MAX_RETRIES times before permanent failure
- Each failure logs the attempt number and error message
- Console shows ⚠️ for retryable failures, 💀 for permanent failures
- Added SQL examples in .env.example for querying/resetting failed payouts

HOSTED_BY feature:
- Add HOSTED_BY and HOSTED_BY_NAME env vars
- /api/game-modes endpoint returns hostedBy info
- Footer displays 'Hosted by: <link>' when configured

Also improved .env.example:
- Better documentation for credit packages with reasonable defaults
- Clearer explanation of retry behavior
2025-12-24 12:30:14 -05:00
jwinterm 7d701fe01b add backup scripts and improve docs and .env.example 2025-12-22 16:29:32 -05:00
jwinterm 24f46fa35e fix chat and payments and add spectator mode 2025-12-22 10:36:46 -05:00
jwinterm aa419689c8 fix multimode payments and get credits working again 2025-12-21 14:08:20 -05:00
jwinterm deca4a4685 add db commands and test payout (worked!) 2025-11-23 13:33:04 -05:00
jwinterm 4e7a773496 add address modal and try to fix payout 2025-09-29 17:40:59 -04:00
jwinterm f8241dd309 Continue working on payment logic 2025-09-27 11:21:11 -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 de3eed792b waiting anim working 2025-05-28 20:05:51 -04:00
jwinterm fbfb68ef14 add waiting screen anim and toggle 2025-05-27 14:15:23 -04:00
jwinterm eb2bdaa825 update block broadcasting and chat system 2025-05-26 08:47:53 -04:00
jwinterm 32a7201548 ok game is working-ish 2025-05-25 19:03:29 -04:00
jwinterm 1db2fc818c game and display mostly working, using autostart for now to work on lighting (dim explored tiles out of FoV) 2025-05-25 15:10:45 -04:00
jwinterm 0818b60541 refactor backend and fix movement skipping 2025-05-25 10:43:47 -04:00
jwinterm 928af8b071 mostly working basics wow 2025-05-23 20:43:46 -04:00
jwinterm 8c0117ea88 Fix logic and start cleanup refactor 2025-05-23 20:28:49 -04:00
jwinterm 5c6342db6e fix transparency 2025-05-17 06:42:50 -04:00
jwinterm e001f13d12 working game logic pretty much 2025-04-27 21:51:30 -04:00
jwinterm 03cc22ac4c First kinda working version! 2025-04-27 20:08:38 -04:00
jwinterm 823b09e944 Initial AI commit 2025-04-27 09:03:16 -04:00