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.
9.9 KiB
Deterministic PvP capture harness
src/scripts/pvp-capture.js produces a clean, reproducible multiplayer match for trailers, ads,
camera work, and gameplay review. It supports the built-in Escape Race, Last Alive, Score Attack,
and Co-op Escape rulesets. Each take runs the authoritative MatchRoom and MatchEngine, drives
deterministic bots over Socket.IO, and records the browser render kit with the locally installed
Playwright Chromium.
This is a development tool, not a production feature or an admin endpoint. The harness:
- starts a separate HTTP/Socket.IO process bound to
127.0.0.1on an ephemeral port, and rejects any request whoseHostheader is not loopback; - accepts no remote target URL, so it cannot attach to a running Wowngeon instance;
- creates one in-memory
freematch with zero entry fee, pot, house fee, and house fee percent, and re-checks that invariant at room creation, at match start, and after finalization; - imports no application, database, wallet, queue, provider, or payout service. Its only game
imports are
MatchRoom,MatchEngine, and the ruleset registry; - requires
NODE_ENV=developmentorNODE_ENV=testplus the explicit--confirm-local-free-onlyflag; - refuses to run when a payments, credits, payout, match-payout, crypto-race, mainnet-payout, or wallet-endpoint variable is enabled or configured;
- refuses inherited crypto, game-mode, difficulty, dungeon, monster, treasure, or network-tuning overrides, so a committed seed cannot silently mean different footage in another shell;
- serves only repository assets and forces the CDN renderer flag off, so the 3D renderer is unavailable here.
Setting an environment variable on a live service is therefore not enough to enable the harness. Someone must deliberately start this separate loopback-only CLI with its confirmation flag. On a staging machine, run it as its own development or test process; it never uses the staging app or staging database.
Record a video
From src/:
NODE_ENV=development npm run capture:pvp -- \
--confirm-local-free-only \
--ruleset race \
--players 4 \
--mode tiles \
--output /tmp/wowngeon-pvp-capture.webm \
--screenshot /tmp/wowngeon-pvp-final.png
playwright-core is a declared devDependency. The command uses its existing local Chromium and
FFmpeg bundle and never downloads a browser or a package. If that bundle is missing, the CLI stops
with a direct explanation. The deterministic control harness remains usable without a browser:
NODE_ENV=test npm run capture:pvp -- \
--confirm-local-free-only \
--no-video \
--ticks 120 \
--trace /tmp/wowngeon-pvp-trace.json
Options
Run npm run capture:pvp -- --help for the same list at the terminal.
| Flag | Accepted values | Default |
|---|---|---|
--confirm-local-free-only |
required safety acknowledgement | none |
--seed HEX64 |
exactly 64 hexadecimal characters | fixed curated seed |
--players N |
2 through 8, within the ruleset's own limit | 4 |
--ticks N |
1 through 2000 hard capture limit | 180 |
--tick-ms N |
50 through 1000 real-time frame step | 180 |
--ruleset ID |
race, last-alive, score-attack, coop-escape |
race |
--mode MODE |
tiles, ascii, iso |
tiles |
--focus BOT_ID |
bot-1 through bot-N for the configured bot count |
bot-1 |
--camera MODE |
action or focus |
action |
--viewport WxH |
640x360 through 3840x2160 | 1280x720 |
--output FILE.webm |
video destination | wowngeon-pvp-capture.webm in the temp dir |
--trace FILE.json |
trace destination | the output path with a .json extension |
--screenshot FILE.png |
optional final-frame screenshot | none |
--headed |
show the capture browser while recording | off |
--no-video |
run bot control and write only the trace | off |
--ruleset selects gameplay and is independent of --mode, which selects an offline renderer.
Network-loaded renderers are rejected. All four capture rulesets accept 2 through 8 bots here: the
harness raises Score Attack's own minimum of 1 to 2, because a capture needs a field.
Camera and presentation
The spectator camera anchors on --focus, default bot-1. In --camera action, deaths, treasure
pickups, and exits briefly take focus before the camera returns to that anchor; --camera focus
disables those cuts.
In the tiled and ASCII renderers, zoom tracks the action cluster around the anchor: it fits the closest three players in a portrait composition or four in landscape, then pushes in or pulls back as that cluster changes. The isometric renderer uses a stable, cover-clamped zoom because its diagonal projection needs different fit geometry. Every zoom is clamped to at least stage cover, so the playfield fills the frame at both 1080x1920 and 1920x1080. A short renderer-space movement lead shows where the focused player is heading, and an upper-frame bias keeps portrait action clear of the result card in the lower third. At match end, a competitive camera returns to the authoritative winner for a restrained push-in rather than covering the playfield with a centered modal.
The capture-only grade lowers brightness slightly while restoring contrast and saturation, which reduces torch and character washout. A screen-space roster keeps all 2 to 8 player names and states legible without stacking labels on one dungeon tile; world-space player labels are suppressed for the same reason. On a competitive final frame the winner row stays highlighted while other rows recede; cooperative rulesets have no winner row, so team rows remain equally visible. The footer shows a short deterministic replay ID derived from the seed hash. It is an identifier, not a signature or an independent verification claim. The complete seed and every state hash live in the JSON trace.
FREE EXHIBITION • NO CASH PRIZES describes this isolated footage only. It is not a substitute for
campaign review or campaign-level disclosures. Paid-credit, no-cash-out, no-prize, age,
jurisdiction, certification, and platform-required disclosures sit outside the harness output and
must be added and reviewed for each operated product and advertising channel. See
PRODUCTION_DISCLOSURES.md.
Capture each built-in mode
Use the same safety acknowledgement for every take:
--ruleset |
Bot objective | Result card |
|---|---|---|
race |
Treasure route plus staggered sprints to the exit | Competitive race winner |
last-alive |
Seek and strike the nearest active rival | Last survivor |
score-attack |
Build progress and treasure score, then bank an exit | Top score and points |
coop-escape |
Staggered team pathing to the exit | Team escape count, never a competitive winner |
For example, record a Last Alive take:
NODE_ENV=development npm run capture:pvp -- \
--confirm-local-free-only \
--ruleset last-alive \
--players 6 \
--camera action \
--viewport 1920x1080 \
--output /tmp/wowngeon-last-alive-ad.webm \
--trace /tmp/wowngeon-last-alive-ad.json
Swap only --ruleset and the output names to capture Score Attack or Co-op Escape. Headlines,
active-player terminology, roster states, footer copy, and final results all follow the selected
ruleset. Score Attack normally runs to its deadline; once every bot is dead or has banked an exit
there are no legal inputs left, so this isolated exhibition closes its local deadline immediately
instead of recording a long motionless tail. The authoritative scoring and finalization path is
unchanged.
For a short 9:16 ad take, the default seed with six racers produces a complete arc in roughly nine
seconds and bot-4 wins. Follow that bot so the finish stays legible on a phone screen:
NODE_ENV=development npm run capture:pvp -- \
--confirm-local-free-only \
--ruleset race \
--players 6 \
--focus bot-4 \
--viewport 1080x1920 \
--output /tmp/wowngeon-pvp-ad-vertical.webm \
--screenshot /tmp/wowngeon-pvp-ad-vertical.png
The same seed supports the eight-player maximum for a crowded 16:9 arena take:
NODE_ENV=development npm run capture:pvp -- \
--confirm-local-free-only \
--ruleset race \
--players 8 \
--focus bot-4 \
--viewport 1920x1080 \
--output /tmp/wowngeon-pvp-ad-8player.webm \
--screenshot /tmp/wowngeon-pvp-ad-8player.png \
--trace /tmp/wowngeon-pvp-ad-8player.json
The emitted JSON trace is the authoritative replay record. The video is marketing footage; it creates no leaderboard row, credit, payment, ticket, or payout.
Reproducibility
The default seed is fixed. A custom seed must be exactly 64 hexadecimal characters:
NODE_ENV=development npm run capture:pvp -- \
--confirm-local-free-only \
--seed beb270f3806a97e9ef73c8f83a6eae19a92f90ab38af9ad8b365cb74c41b2702
Each bot receives a numbered tick and the same authoritative state over Socket.IO. The server waits for every bot response, queues inputs in stable bot order, and lets the engine resolve them with its committed per-tick action priority before advancing. Bot goals are ruleset-aware and contain no randomness beyond the committed dungeon seed; bots after the first move on staggered cadences so a crowded field stays readable and deterministic head-on swaps cannot loop forever. Missing or malformed input aborts the run instead of silently changing the replay.
Every run writes a versioned JSON trace, owner-readable only, beside the video. It records the ruleset, presentation metadata, seed and seed hash, exact per-tick inputs, engine events, camera configuration, per-tick state hashes, placements, scores, the mode-correct outcome, and the fact that gameplay environment overrides were refused.
To confirm that browser recording does not perturb the simulation, run the same command twice, once
with --no-video, and compare result.finalStateHash in the two traces. Encoded WebM bytes can
differ across Chromium and FFmpeg versions or with host timing, so compare replays with the JSON
state hashes rather than a video checksum.