Removes operator-private material from the shipped tree, corrects documentation
that had drifted from the code, deletes dead code, and applies a consistent
prose style.
Private material moved out of the public tree (docs/private/, git-ignored):
- the wallet keyfile recovery runbook and its helper scripts, which together
published the mainnet wallet file path, the service account, backup snapshot
filenames, and the wallet RPC listener state. The helper duplicated the same
constants, so relocating the document alone would not have removed them.
- the stagenet parallel-candidate runbook and its fixtures.
- the dated production-state record, the internal remediation plan, and the
TODO list. None are reference documentation for an outside reader.
Redacted or genericised:
- operator home-directory paths in shipped scripts and units. The asset build
script now takes KENNEY_ASSETS_DIR instead of a hard-coded path.
- private LAN addresses in tests, env examples and deploy docs, replaced with
RFC 5737 documentation addresses.
- the default alert sender and the notification hub example.
- the Monero wallet unit now matches the Wownero one: a dedicated service
account and a config file, instead of the operator's login account with the
wallet password in argv where any local user can read it from /proc.
Ignore rules now cover every .env variant rather than the bare name, plus local
agent state. The deployment docs instruct operators to create .env.mainnet and
.env.stagenet, which the exact-name rule would have allowed to be committed.
Documentation corrected against the code: per-chain dungeon level counts, the
premium unlock rule, Tavern chat scope, backup retention, the chain-profile
fallback, the environment template location, and several sections describing
shipped work as pending.
Dead code removed: configPersistence, rpccalls, a duplicate vendored ROT.js
bundle, the unused tile-picker overlay, the unreachable legacy game-size path
and its vestigial parameter, spectator stubs that shadowed the real
SpectatorManager, and commented-out debugging. nip98 now imports the shared
nostr loader rather than duplicating it.
Prose style: em-dashes removed throughout in favour of colons, semicolons and
commas; comments restated as present-tense descriptions of the code rather than
narration of past changes.
127 suites / 1015 tests pass.
7.5 KiB
Architecture
Wowngeon is a provably fair, block-timed roguelike with crypto entry and payouts. A solo run is a race against a random block deadline; multiplayer matches run the same engine under a ruleset. The game also acts as a multi-chain on-ramp for the Smirk wallet.
This page is the index for the architecture docs. Each subsystem has its own page.
System map
┌──────────── players (browser) ─────────────┐
│ index.html · tavern.html · match.html │
│ html/js/render (render kit) │
└───────────────┬───────────────┬────────────┘
Socket.IO │ │ REST (auth, payments, status)
┌────────────────▼───────────────▼────────────┐
│ src/network/* socket handlers, chat, │
│ tavern, match, payments │
├─────────────────────────────────────────────┤
game core │ src/game/* dungeon · rulesets · modes │ → RULESETS.md
money │ src/payments/* providers · wallet-rpc │ → PAYMENTS.md
cosmetics │ src/multiplayer/entitlements + catalog │ → MONETIZATION.md
chains │ src/chain/chainProfile.js │ → chain profiles, below
chat │ src/network/chat/* local + nostr │ → CHAT_AND_NOSTR.md
└─────────────────────────────────────────────┘
│ │
PostgreSQL Wownero/Monero wallet-RPC, BTCPay/checkout gateways
src/index.js is the composition root: it builds the Express app and Socket.IO server, wires the
database manager, wallet RPC service, payment config, game mode manager and socket handlers, and
mounts the REST routes in src/routes/.
Subsystem guide
| Area | Where | Doc |
|---|---|---|
| Credits, cosmetic catalog, entitlements | src/multiplayer/entitlements.js, src/services/catalogService.js |
MONETIZATION.md |
| Chain constants for the five Smirk chains | src/chain/chainProfile.js |
below |
| Payment providers and payouts | src/payments/ |
PAYMENTS.md |
| Rulesets and match engine | src/game/rulesets/, src/multiplayer/MatchEngine.js |
RULESETS.md, MATCH_MODE.md |
| Tavern lobby and spectating | src/network/tavernManager.js, src/multiplayer/Room.js |
TAVERN_AND_MULTIPLAYER.md |
| Chat, local and nostr | src/network/chat/ |
CHAT_AND_NOSTR.md |
| Client render kit and art packs | html/js/render/ |
RENDER_PACKS.md |
| Balance and pacing | src/sim/, src/game/difficultyConfig.js |
BALANCE_SIM.md, MULTI_LEVEL.md |
| Deployment and operations | scripts/deploy/ |
DEPLOY.md, DEPLOY_INSTANCES.md, LOGS_AND_BACKUP.md |
| Financial reconciliation and exports | src/services/ |
FINANCIAL_RECONCILIATION.md, FINANCIAL_EVENT_EXPORT.md |
Optional subsystems are environment-gated and dormant by default: payment gateways register only
when their *_URL / *_STORE_ID / *_API_KEY trio is set, global nostr chat requires
NOSTR_CHAT_ENABLED=true, and match rooms require MATCH_ENABLED=true. With none of those set the
server runs the native wallet-RPC payment path, local socket chat, and solo play only. The full
environment template is src/.env.example.
Chain profiles
src/chain/chainProfile.js is the single source of truth for per-chain constants across BTC, LTC,
XMR, WOW and GRIN: decimalsFor, meanBlockTimeMsFor, familyFor (monero / utxo /
mimblewimble), uriSchemeFor and atomicDivisor (BigInt).
| Chain | Decimals | Mean block time | Family | URI scheme |
|---|---|---|---|---|
| WOW | 11 | 5 min | monero | wownero |
| XMR | 12 | 2 min | monero | monero |
| BTC | 8 | 10 min | utxo | bitcoin |
| LTC | 8 | 2.5 min | utxo | litecoin |
| GRIN | 9 | 1 min | mimblewimble | grin |
An unrecognized chain id resolves to a default profile shaped like XMR: 12 decimals, 120000 ms mean
block time, monero family, monero URI scheme. Callers therefore never crash on a mis-set
CRYPTO_TYPE. Adding a chain is one entry in the registry plus a family adapter.
Money math is exact: src/money/atomic.js operates on BigInt atomic units parameterized by
decimals, never floats.
Game balance and pacing
A solo run is bounded by a random deadline drawn from an exponential distribution with mean equal to
the chain's block time, so the house edge is a convolution of the run-completion distribution with
block cadence rather than a number that can be set by hand. src/sim/ drives the real engine with
headless bots and integrates the deadline out analytically, reporting a measured house win rate per
preset and per network.
NETWORK_TUNING in src/game/difficultyConfig.js scales dungeon depth to block time. Dungeon size
and monster behaviour come from the difficulty preset; the per-network entry overrides only the
level count:
| Chain | Levels |
|---|---|
| GRIN | 1 |
| XMR | 1 |
| LTC | 2 |
| WOW | 2 |
| BTC | 3 |
NETWORK_TUNING_DISABLED=true bypasses the override and leaves the preset's own level count in
place. Descending emits a game_event, which the client handles in
html/js/network/socketHandlers.js to surface level progress. See BALANCE_SIM.md
and MULTI_LEVEL.md.
Client render kit
html/js/render/ (exposed as RK) draws a shared Scene model in four techniques: Tiled, ASCII,
Iso and 3D. Art packs are interchangeable data, a pure-canvas FX layer supplies torch and hazard
effects, and the pack and technique available to a player come from the operator-owned cosmetic
catalog. Tiled and ASCII are free; Iso and 3D are premium. See RENDER_PACKS.md.
Provable fairness
src/game/provablyFair.js derives each dungeon from a committed seed, src/game/fairnessVerifier.js
exposes verification endpoints, and src/views/verifyPage.js renders the public verification page so
a player can reproduce a dungeon from its published proof.
Conventions
- Game id is a UUID stored in
games.dungeon_seed;games.idis a serial integer. Match game objects withWHERE dungeon_seed = $N, neverWHERE id = $N. - Socket ids are volatile and change on refresh. Stable identity is the database
user_idor the session, neversocket_id. - WOW has 11 decimals (atomic divisor 1e11), unlike Monero's 12.
- Cosmetic entitlements are per-pack, resolved by tier and by lifetime credits purchased in
src/multiplayer/entitlements.js. Buying credits does not by itself unlock premium packs. - Migrations live in
src/migrations/NNN_*.sqland run in numeric order. - Tests:
cd src && npm test(Jest,--runInBand).
Source files carry JSDoc for API-level detail; these pages cover the seams between subsystems and the operator-facing intent behind them.