Commit Graph
67 Commits
Author SHA1 Message Date
jwinterm ca8e189b20 fix: enforce operated paid mode contracts 2026-07-23 20:31:20 -04:00
jwinterm 6a3d5f8191 feat: expose immutable release identity 2026-07-23 13:27:17 -04:00
jwinterm cbaca7d45b fix: enforce operated product boundaries 2026-07-23 10:44:32 -04:00
jwinterm 80d7f35e1f feat: preserve solo runs across production restarts 2026-07-22 15:05:49 -04:00
jwinterm 89398335c7 feat: productionize paid modes and PvP capture 2026-07-21 20:41:27 -04:00
jwinterm dd7d70aec8 fix: fog-of-war entities, multi-level descend feedback, camera centering, fewer levels
- FOG: sceneFromGameState only emits exit/entrance/treasure/items once their cell is EXPLORED,
  and the monster only while IN VIEW — no more exit stairs leaking through the fog.
- DESCEND FEEDBACK: reaching a non-final exit descends (multi-level) and used to silently dump the
  player at a new entrance (read as a bug). Server now sends depth/maxDepth on game_event; the
  client shows "Stairs down! Level N of M — keep going". Also lowered level counts (WOW 4->2,
  BTC 8->3, XMR 2->1) — clearing 4-8 levels in one block was unwinnable; kept modest until proper
  multi-level calibration + UX.
- CAMERA: the host filled the very-tall #game-display so centering put the player low; it's now a
  bounded viewport (min(100%,78vh)) centered in #game-display, so the player stays on-screen-centered.
Suite 62/435 green.
2026-07-12 11:50:40 -04:00
jwinterm 31b4c3ca5d feat(entry): START GAME shows the wait-vs-drop-in choice for free games too
Previously the timing-choice modal (Start Now / Wait for Next Block) only appeared for
paid-credits players; free players got a silent immediate drop-in. Now it shows whenever
the game would start instantly:
- Server getGameModeInfo exposes freePlayEnabled (was server-only) so the client knows
  free play is available even on a paid instance.
- Client (inputHandler) gates the modal on free-play-available OR paid-credits-with-credits;
  the modal is purely a TIMING pick (auto_start vs join_queue) — payment method is unchanged.
- Modal cost text reflects free play.

Both waiting animations are untouched: they render on the ROT display via WaitingScreenAnimator
using the base GameTiles, independent of the render-kit packs (which are disabled for SP anyway),
so they work regardless of visualization style. Suite 62/435 green.
2026-07-12 10:44:31 -04:00
jwinterm c5147de625 feat(game): multi-level dungeons — descend N levels, timer-driven edge
The fair, on-theme edge lever for slow chains (from the calibration work): a run
now descends `maxDepth` levels instead of one map, so cumulative run length makes
the block-timer bite WITHOUT a giant single dungeon or a cheating-fast monster.

Engine (game.js):
- depth/maxDepth; _generateLevel(depth) builds each level (fresh dungeon + monster
  + FOV), _descend() steps down. Reaching a non-final exit descends (event
  "descend", stays active); only the final exit escapes (event "escaped").
- Treasure lives only in the vault (final level) — intermediate levels race to the
  stairs. Single-level (maxDepth=1) is byte-identical to before.
- Provably fair per level: levelSeed(masterSeed, depth) (provablyFair.js) — level 1
  = master seed, deeper levels salted; the whole descent regenerates from the one
  committed seed. Verified: game levels == regenerateFromSeed(levelSeed(seed,d)).

Pacing (difficultyConfig.js): NETWORK_TUNING now sets LEVELS ∝ block time (GRIN 1,
XMR 2, LTC 2, WOW 4, BTC 8) — replacing the size-scale hack; size + monster stay at
the fair preset. DUNGEON_LEVELS operator override; NETWORK_TUNING_DISABLED → 1 level.

Wiring: socketHandlers afterPlayerMove gets a "descend" branch (no game-over, no
monster move on arrival). Client gameState.js clears the accumulated map/explored/
visible tiles on a depth change so the old level does not ghost through the new one.

Sim: explorer bot resets fog-of-war on descent so multi-level sims stay honest
(full re-calibration of the level counts is the pending follow-up).

Tests: multiLevel_ultra (descent, vault-only treasure, per-level provably-fair,
single-level default, DUNGEON_LEVELS) + networkTuning rewritten for the levels model.
Suite 61 suites / 432 green; end-to-end 4-level WOW run descends 3x then escapes.
2026-07-11 22:26:10 -04:00
jwinterm f982f56181 fix(chain): WOW block time is 5 min, not 2 (measured); drop cheating-monster tuning
WOW meanBlockTimeMs 120000 -> 300000. Measured 5.01 min/block over 1000 blocks on
the live daemon; the code comment claiming it was "corrected to 2 min" was backwards.
WOW is a SLOW chain, closer to BTC than XMR for calibration.

Per user feedback ("fast monster feels like cheating") + what the sim then proved:
a supernaturally fast monster doesnt even WORK on slow chains — WOW (5-min) caps
~64% house-win even at a 2.2x monster on a 111x55 map, because a single dungeon
clears in ~1 min << the block so the timer (the fair, on-theme edge) barely bites.
So NETWORK_TUNING drops the monster-speed lever entirely and keeps size∝√blockTime
only (monster stays at its fair preset speed). WOW sizeScale 1.0->1.6 for 5-min blocks.

Consequence: slow chains (WOW/BTC) run honest-but-under-target on the timer until
MULTI-LEVEL DEPTH lands — the real edge lever (cumulative run length across levels
without any single map being an unplayable slog). Deb (WOW/normal) now gets a bigger,
more block-appropriate dungeon (45x22 -> 72x35) with a fair monster.

meanBlockTimeMs has no runtime consumer yet (metadata) so the WOW fix is behavior-safe
today; it corrects the sim + future block-bounded features. Suite 60/428 green.
2026-07-11 20:24:51 -04:00
jwinterm 63d2f5281d feat(balance): per-network difficulty tuning — cryptoType finally shapes size+monster
Solves the two gaps the sim measured (edge undershot targets AND swung ~15pts
across chains from identical dungeons because cryptoType was a dead parameter).

Data-driven design (src/sim/calibrate.js, rewritten): the size-probe showed
dungeon SIZE self-cancels as a house-edge lever — bigger map lengthens the run
(timer edge up) but gives more room to dodge (monster edge down), flat ~60% until
monstrous. So split the concerns:
  • SIZE ∝ √blockTime  → PACING only (consistent run-length fraction of the block;
    GRIN sprint .. BTC epic), applied to every preset. Bot-robust.
  • MONSTER speed       → the house EDGE lever (monotonic), solved per network for
    the casino/70% target only.

difficultyConfig.js: NETWORK_TUNING table + applyNetworkTuning(), folded into
getDifficultyConfig with precedence preset → tuning → env → customOverrides (so
operator DUNGEON_*/MONSTER_* still win; NETWORK_TUNING_DISABLED kills it).

Wired verification (explorer bot, 160 runs, 320ms): WOW/XMR/LTC/BTC/GRIN all land
in a ~66-76% band around target (was 48-65%). BTC 48%->73% via 112x56 + 2.2x
monster — on 10-min blocks the timer barely bites a 30s run, so the monster carries
the edge (caps ~64% maxed: a real property of block-timed play).

CAVEAT baked into the config comment: sim bots do not evade, so monsterSpeed is a
STARTING POINT to retune with live telemetry; the sizeScale half is bot-robust.
Deb is unaffected (WOW=reference scale 1.0; normal preset gets no monster tuning).

test/networkTuning_ultra.test.js: size scaling, casino-only monster, block-time
ordering, env-override-wins, kill-switch. Suite 60 suites / 428 tests green.
2026-07-11 20:02:39 -04:00
jwinterm 5753e919e5 feat(game): Ruleset engine + PvP modes on the match engine (Pillar 4)
Gameplay becomes a data object. A Ruleset captures world/entities/players/
win-condition/timing/economy, and MatchRoom now READS it instead of hardcoding
'first to the exit wins' — so new modes are data, not new subsystems.

- src/game/rulesets/Ruleset.js: defineRuleset normalizer (frozen, clamped, safe
  defaults) + WIN/ECONOMY enums.
- src/game/rulesets/winConditions.js: strategies with onExit/onDeath/rank hooks.
  FIRST_TO_EXIT is a verbatim port of the old race logic (so existing matches are
  byte-identical); LAST_ALIVE (PvP battle-royale), HIGH_SCORE (score attack) and
  ALL_ESCAPE (co-op) are new.
- src/game/rulesets/registry.js: built-ins (solo-classic descriptor, race,
  last-alive, score-attack, coop-escape) + getRuleset/listRulesets +
  rulesetFromMatchOpts (legacy opts -> race, preserved).
- MatchRoom: resolves a ruleset (explicit object / rulesetId / legacy opts),
  delegates win/lose/rank to the strategy, honors entities.monster (optional
  monster) and entities.pvpCombat (stepping onto a living rival strikes them
  down; attacker holds position), and takes timing from the ruleset. deathOrder
  tracked for the last-alive tiebreak.

The live single-player engine is intentionally NOT refactored (represented as the
'solo-classic' descriptor for catalog parity only — too risky to touch the
deployed path). PvP modes are opt-in via rulesetId; the scheduler still builds
'race' so nothing changes until wired.

Behavior-preserving: all 5 existing match suites (42 tests) green unchanged.
Tests: +9 (ruleset normalize/registry + real-MatchRoom last-alive kill->winner,
high-score no-instant-win, race-unchanged). Suite 55 suites / 391 tests green.
2026-07-10 19:20:23 -04:00
jwinterm 74753c17b2 feat(payments): wire provider registry into invoice creation + fit real BTCPay infra
Recon of the operator's LAN BTCPay box (ssh four-btcpay / 10.42.1.33) showed the
real topology: BTCPay Server 2.3.9 handles BTC/LTC only (BTCPAY_CHAINS=ltc,btc),
while XMR and WOW run through separate 'xmrcheckout' (:8080) and 'wowcheckout'
(:8180) apps — and crucially, both expose a BTCPay-Greenfield-COMPATIBLE API
(/api/v1/stores/{id}/invoices, token auth, Settled/New/Expired status). Grin
isn't deployed there yet. So one Greenfield client class serves all three.

- btcpayProvider: id is now constructor-configurable so the same class registers
  as 'btcpay' (BTC/LTC), 'xmrcheckout' (XMR), and 'wowcheckout' (WOW).
- buildProviderRegistry: activates each gateway independently from its *_URL/
  _STORE_ID/_API_KEY trio (BTCPAY_*, XMRCHECKOUT_*, WOWCHECKOUT_*), with
  topology-correct default routing (BTC/LTC->btcpay, XMR/WOW->their checkout or
  native), BTCPAY_CHAINS to widen, PAYMENT_ROUTING to override.
- gameModeManager: takes an optional paymentProviders registry (defaults to a
  native-wrapping registry built from walletService). createPaymentRequest now
  creates the invoice via getProvider(cryptoType).createInvoice(...). The native
  provider delegates to walletService.createPaymentRequest, so the shipped
  single-chain config is byte-for-byte unchanged — same subaddress, same
  monitoring maps. paymentRequest now also carries invoiceId for the monitoring
  wire to come.
- nativeMoneroProvider: surfaces addressIndex so the call site stays provider-agnostic.

Behavior-preserving: no gateway env => native-only, every chain routes native.
Monitoring + payout paths intentionally left on the native path this pass;
gateway monitoring (provider.startWatch) is the flagged next step. Tests: +4
(provider wiring routes to a gateway; default registry delegates to native).
Suite 53 suites / 365 tests green.
2026-07-10 17:17:49 -04:00
jwinterm f9d49f34ee feat(chain): ChainProfile registry for Smirk's 5 chains + centralize decimals
New src/chain/chainProfile.js — one data-driven source for chain params (decimals, mean block time, adapter family, URI scheme) across WOW/XMR/BTC/LTC/GRIN, all PoW/high-variance. inferCurrencyDecimals now delegates to it: WOW=11/XMR=12 unchanged, and BTC=8/LTC=8/GRIN=9 are fixed (were silently defaulting to 12). This is the seam the daemon/wallet/address adapters and the block-time difficulty-scaling plug into. +6 tests, suite 50/350 green.

P2 foundation on branch feat/credits-catalog-foundation.
2026-07-10 16:38:25 -04:00
jwinterm 3f12d8f047 feat(credits): client consumes served catalog; direct entry counts as a credit purchase
① assetPacks.js merges the server-authoritative catalog (from the entitlement snapshot) into RK.PACKS — operator-added packs now appear client-side and existing packs pick up server definitions, retiring the client half of the split-brain. ② A confirmed direct/single_game payment now records as 'buy 1 credit + spend it': balance nets to zero but total_credits_purchased advances (recordDirectEntryPurchase), so direct play unlocks the same tier/threshold cosmetics as buying credits, and the client gets a fresh entitlement snapshot. +2 tests. Suite 49/345 green.

P1 foundation (branch feat/credits-catalog-foundation). Remaining: the buy modal reflects the unified credits model; a later pass can fully collapse single_game into the credit spend path.
2026-07-10 16:28:31 -04:00
jwinterm a9fad69038 fix(match): reconcile no-address winnings on address set; age-guard boot recovery
Follow-up 1: when a user sets a payout address, gameModeManager.setUserPayoutAddress now converts any claimable match winnings recorded with no address (reason 'match_winner_no_address', status 'needs_review', sentinel 'PENDING_NO_ADDRESS') into sendable 'pending' payouts and kicks the batcher. The reason filter is narrow so it never touches the ambiguous-broadcast needs_review rows (which would double-pay).

Follow-up 2: match rows are now marked status='active' with started_at when the countdown completes, and _recoverAbandonedMatches gains a lock-free age guard — single-instance (default) reclaims all in-flight rows immediately, multi-instance (MATCH_SINGLE_INSTANCE=false) only reclaims rows older than the hard ceiling + buffer, so a race running on a sibling instance is never cross-cancelled.

Adds test/followups_ultra.test.js (5 tests). Full suite: 46 suites / 317 tests pass.
2026-07-09 19:18:34 -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 0f68eec26b feat: real-time multiplayer race mode (free, prestige, crypto)
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.
2026-07-09 13:26:52 -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 db5ed2e8aa payouts: defer when Monero outputs are locked instead of failing
Spent outputs (including change) lock for ~10 blocks on Monero. When a
payout batch has no unlocked balance to cover it, attempting transfer_split
fails noisily and, for batches, gets parked in needs_review for an operator.

Add a pre-flight unlocked-balance check that reverts the batch to 'pending'
(re-checked every new-block tick and batch interval) so it sends as soon as
outputs unlock — no manual intervention. Also classify insufficient-funds
RPC errors as pre-broadcast/safe-to-retry: single -> pending (not failed),
batch -> pending without an operator alert (not needs_review), since no tx
went on-chain and there's no double-pay risk.
2026-06-01 08:17:05 -04:00
jwinterm e6936f47d9 feat: network-aware currency label (sXMR), game name, and Smirk gating
- Currency display is now network-aware: XMR on a test network shows sXMR
  (stagenet) / tXMR (testnet) so it's clear the coins aren't mainnet; mainnet
  XMR shows XMR, Wownero stays WOW. A fork running mainnet automatically shows
  XMR. cryptoType (used for decimals/QR asset) is unchanged.
- Product name (Monerogue/Wownerogue) is derived from the currency and no
  longer hardcoded: the chat "Connected to <name> server" message, payment
  descriptions, and the verify page title all follow it.
- Smirk is forced off on any test network (stagenet/testnet) regardless of
  SMIRK_ENABLED, since Smirk only works on mainnet — so forks don't have to
  remember the env flag.

New shared helpers (gameNameFor, currencyLabelFor, isTestNetworkFor); exposed
via game_mode_info (currencyLabel, gameName). Full suite: 22 suites / 159 tests.
2026-05-31 15:57:59 -04:00
jwinterm d8d10728ba fix: gate direct (entry-fee) payouts behind DIRECT_PAYOUTS_ENABLED
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.
2026-05-31 15:25:46 -04:00
jwinterm 988617289b feat: free-play + dual-leaderboard frontend
- Leaderboard panel: two boards via tabs — 🏅 Hall of Champions (paid) and
  🪙 Pleb (free) — default Champions; passes board= to /api/leaderboard and
  retitles per board.
- PaymentUI: the Free button now shows whenever free play is offered (instance
  free-only OR free-as-a-choice via freePlayEnabled), labelled "Play Free / no
  payout / Pleb leaderboard" on paid instances, and emits the play_free event
  (records game_mode=FREE). Replaces an emit of the dead 'enter_game' event.
- Server game_mode_info payload now includes freePlayEnabled so the client can
  show the choice.

Full suite: 22 suites / 158 tests.
2026-05-31 15:08:54 -04:00
jwinterm 0a1766ee2a feat: free-play choice + per-game dual leaderboard (backend)
Free-to-play alongside paid, with scores split per game between a Pleb board
(free) and the Hall of Champions (paid). Keys on the existing per-game
game_mode, so no new game columns.

- Leaderboard API: GET /api/leaderboard?board=pleb|champions|all. champions =
  game_mode IN (PAID_SINGLE,PAID_CREDITS), pleb = FREE. board is whitelisted.
  Migration 019 adds a supporting partial index.
- FREE_PLAY_ENABLED config: offer free play as an explicit choice even when the
  instance also sells credits/entry (always on when payments are off).
- play_free socket event -> handleAutoStart(socket, {free:true}); skips all
  payment/credits/payout-address gating and records the game as game_mode=FREE
  via processGameStart(..., {forceFree:true}) -> _processGameStartFree (no
  payment, no payout, counted).
- getPaymentOptionsForUser exposes a play_free option; /api/game-modes exposes
  freePlayEnabled.

Adds freePlay.test.js. Full backend suite: 22 suites / 158 tests.
2026-05-31 15:01:01 -04:00
jwinterm 7d3456f107 fix: dungeon reachability guard + per-substep monster collision
3.2 Reachability: a dungeon whose exit is unreachable from the entrance is
paid-but-unwinnable. generate() now BFS-checks entrance->exit and regenerates
if unreachable. Retries are deterministic (per-attempt ROT seed = seedInt +
attempt; the seeded rng stream keeps advancing), so verify-regeneration
replays the same attempts and reproduces the exact dungeon — the provably-fair
determinism from Phase 0.2 is preserved. The single-pass body is extracted to
_generateOnce and isReachable does the flood-fill.

3.3 Monster collision: with movesPerPlayerMove > 1 (the casino preset's 1.5x
speed) the monster takes multiple steps per turn, but collision was only
checked after the loop — so it could step onto the player's tile and off again
between checks, phasing through and missing the catch (player-favorable, erodes
the house edge). Collision is now checked after each sub-step.

Adds reachability tests (provablyFair.test.js) and monsterCollision.test.js.
Random block timing remains the untouched core mechanic. Full suite: 20 suites
/ 153 tests.
2026-05-31 14:08:45 -04:00
jwinterm 41676fa072 refactor: unify identity resolution on stable user_id (anon_token)
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.
2026-05-31 10:15:08 -04:00
jwinterm f9c6ce59d2 fix: CHECK constraints on money-table statuses; cover processing in payout guard
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.
2026-05-31 09:57:56 -04:00
jwinterm 473a4091d4 fix: snapshot payout terms at game start (what-you-saw-is-what-you-get)
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.
2026-05-31 09:55:45 -04:00
jwinterm 24aed355c6 refactor: exact BigInt money math via src/money/atomic.js
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.
2026-05-31 09:45:58 -04:00
jwinterm d07967c3d1 security: fix batch-payout tx_hash collision and double-pay risk
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.
2026-05-31 09:26:14 -04:00
jwinterm 3e6e3b858b security: fix underpayment exploit and make provably-fair real
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.
2026-05-31 09:14:21 -04:00
jwinterm a61851b0f7 add smirk payments and leaderboard and diff tuning 2026-02-20 13:54:36 -05:00
jwinterm 27660d6948 Fix rewards, make tx hash clickable, add win payout notification, and add entry choice modal 2026-02-20 12:34:21 -05:00
jwinterm da6763886a fix credits display p3 and update .env.example 2026-02-20 11:11:51 -05:00
jwinterm 5776c58357 fix credits package bug and improve stale payment logic 2026-02-19 07:05:15 -05:00
jwinterm bc55f0355e fix edge cases and tests 2026-02-19 06:15:45 -05:00
jwinterm ec3caabf1c feat: initial batch payout logic and output splitting script added 2026-02-18 07:30:46 -05:00
jwinterm bf5938c366 fix game entry and payout bugs 2026-02-18 06:35:32 -05:00
jwinterm 320d1a3b1f fix admin panel and credits package 2026-02-17 20:02:22 -05:00
jwinterm 6cf3961da0 feat: add smirk toggle and more admin capabilities 2026-02-02 08:42:39 -05:00
jwinterm 9a53df4a35 Fix critical double pay bugs 2026-02-01 16:38:51 -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 38a7e58e96 fix: payment flow 2026-01-13 18:49:59 -05:00
jwinterm ce58a33347 Fix payment bugs, add comprehensive tests, remove dead code
Payment Fixes:
- Prevent credits going negative with WHERE credits >= $1 check
- completeGame now uses recorded payment_mode from game record instead of global gameMode
- Add duplicate payout prevention by checking for existing payouts before processing

Dead Code Cleanup:
- Remove unused MoneroPayService (WalletRPCService is the actual service)
- Remove legacy MoneroPay references from comments

Tests:
- Add 50 comprehensive payment/payout tests (payment_payout_comprehensive.test.js)
- Expand WalletRPCService tests (4 -> 31 tests)
- Total: 106 tests passing across 10 test suites

Documentation:
- Update TODO.md with recent fixes and correct test counts
- Update migration comments to reflect actual wallet service used
2026-01-13 16:45:11 -05:00
jwinterm 00f8057cb5 Fix credits mode payment processing and payout tracking
- Add payout database records: processPayout now inserts into payouts
  table with tx_hash, fee, status, and updates user statistics
- Fix credits deduction: QueueManager game start methods now properly
  call processGameStart() to deduct credits (was being skipped)
- Fix credits_update emission: moved from GameModeManager (no io access)
  to socketHandlers/queueManager where io is available
- Add payment recovery: users who disconnect during payment confirmation
  now get credits recovered automatically on reconnect
- Remove dead handlePaymentDetected method that referenced undefined this.db
2026-01-02 14:19:11 -05:00
jwinterm aec1c71a8c add early entry and help screens for new users 2025-12-26 10:21:25 -05:00
jwinterm f1c86a084b Fix payout calculation - update defaults and add debug logging 2025-12-24 21:00:22 -05:00
jwinterm b062a1a5fa debug payouts 2025-12-24 20:54:07 -05:00
jwinterm 2c781ec043 fix payout calcs 2025-12-24 20:03:26 -05:00
jwinterm e218fbf67b fix payment UI 2025-12-24 17:24:04 -05:00