completeGame only gated PAID_CREDITS payouts (on creditsPayoutEnabled); a
PAID_SINGLE win paid out unconditionally, so DIRECT_PAYOUTS_ENABLED=false did
NOT actually stop direct payouts — a no-payout instance (mainnet legitimacy)
would still send crypto on an entry-fee win. Caught during deploy verification.
- Add this.directPayoutEnabled (from DIRECT_PAYOUTS_ENABLED env / direct rule
enabled in the config snapshot), mirroring creditsPayoutEnabled.
- completeGame now gates the PAID_SINGLE payout on directPayoutEnabled.
- The derived directPayoutsEnabled flags (getGameModeInfo / effective mode)
and /api/game-modes PAID_SINGLE.payoutMultiplier now respect it (show 0 when
off) instead of inferring from multipliers > 0.
Adds a regression test: a PAID_SINGLE win with directPayoutEnabled=false
queues no payout. Full suite: 22 suites / 159 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.