Files
wownerogue/src/network/matchPayoutService.js
T
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

158 lines
6.1 KiB
JavaScript

/**
* MatchPayoutService — crypto-race pot accounting and winner payout.
*
* On match start: convert held tickets to consumed entries and lock the pot.
* On match end: calculate house fee, create one pending payout for the winner,
* then schedule batch processing via the existing GameModeManager path.
*
* This service does not send on-chain transactions itself; it reuses the existing
* payout retry / batching machinery in GameModeManager.
*/
const { normalizeError } = require('../utils/errors');
class MatchPayoutService {
constructor({ db, walletService, gameModeManager, debugManager } = {}) {
this.db = db;
this.walletService = walletService;
this.gameModeManager = gameModeManager;
this.debugManager = debugManager;
}
_log(...args) {
if (this.debugManager?.CONSOLE_LOGGING) console.log(...args);
}
/**
* Called by MatchScheduler when a crypto_race match is created.
* Atomically converts each entrant's queue_join ticket into a consumed match ticket,
* computes pot/house fee, and stores it on the match row.
*/
async collectEntryTickets(room, entrants) {
if (!this.db || room.economy !== 'crypto_race') return;
const entryFee = this._entryFee();
const houseFeePercent = this._houseFeePercent();
const pot = entryFee * entrants.length;
const houseFee = Math.floor((pot * houseFeePercent) / 100);
await this.db.withTransaction(async (client) => {
for (const entrant of entrants) {
// Convert the held ticket to consumed.
await client.query(`
INSERT INTO race_entry_transactions (user_id, delta, balance_after, reason, match_id)
VALUES ($1, 0, (
SELECT race_entries FROM users WHERE id = $1
), 'match_start', $2)
`, [entrant.userId, room.id]);
// Update match_entrant to consumed.
await client.query(`
UPDATE match_entrants
SET entry_consumed = TRUE
WHERE match_id = $1 AND user_id = $2
`, [room.id, entrant.userId]);
}
// Lock pot/house fee on the match row.
await client.query(`
UPDATE matches
SET entry_fee_atomic = $1,
pot_atomic = $2,
house_fee_atomic = $3,
house_fee_percent = $4
WHERE id = $5
`, [entryFee, pot, houseFee, houseFeePercent, room.id]);
});
room.entryFeeAtomic = entryFee;
room.potAtomic = pot;
room.houseFeeAtomic = houseFee;
room.houseFeePercent = houseFeePercent;
this._log(`[MatchPayoutService] locked pot ${pot} (house fee ${houseFee}) for match ${room.id}`);
}
/**
* Called by MatchManager when a crypto_race match finishes.
* Creates one pending payout for the winner and hands it to the batch processor.
*/
async payoutWinner(room) {
if (!this.db || room.economy !== 'crypto_race' || !room.winnerId) return;
const winnerState = room.playerStates.get(room.winnerId);
if (!winnerState || !winnerState.userId) return;
const matchRow = await this.db.query(`
SELECT pot_atomic, house_fee_atomic
FROM matches
WHERE id = $1
`, [room.id]);
if (matchRow.rows.length === 0) return;
const pot = BigInt(matchRow.rows[0].pot_atomic || 0);
const houseFee = BigInt(matchRow.rows[0].house_fee_atomic || 0);
const winnerAmount = pot - houseFee;
if (winnerAmount <= 0) {
this._log(`[MatchPayoutService] no winner payout for match ${room.id} (pot=${pot} fee=${houseFee})`);
return;
}
// Resolve payout address from user record.
const userResult = await this.db.query(`
SELECT id, payout_address
FROM users
WHERE id = $1
LIMIT 1
`, [winnerState.userId]);
const user = userResult.rows[0];
if (!user || !user.payout_address) {
this._log(`[MatchPayoutService] winner has no payout address; match ${room.id} payout deferred`);
return;
}
try {
await this.db.withTransaction(async (client) => {
// Guard against double payout.
const existing = await client.query(`
SELECT id FROM payouts
WHERE match_id = $1 AND status IN ('pending', 'processing', 'completed')
FOR UPDATE
`, [room.id]);
if (existing.rows.length > 0) {
throw Object.assign(new Error('Payout already exists for this match'), { code: 'PAYOUT_EXISTS' });
}
await client.query(`
INSERT INTO payouts (user_id, match_id, payout_address, amount, multiplier, reason, status, created_at)
VALUES ($1, $2, $3, $4, $5, $6, $7, NOW())
`, [user.id, room.id, user.payout_address, winnerAmount.toString(), 0, 'match_winner', 'pending']);
});
// Trigger the existing batch payout processor.
if (this.gameModeManager && typeof this.gameModeManager._scheduleBatchPayout === 'function') {
this.gameModeManager._scheduleBatchPayout();
}
this._log(`[MatchPayoutService] queued winner payout ${winnerAmount} for match ${room.id}`);
} catch (err) {
const normalized = normalizeError(err, 'Failed to queue match payout');
this._log('[MatchPayoutService] payout error:', normalized.message);
}
}
_entryFee() {
const fee = this.gameModeManager?.singleGamePrice || process.env.MATCH_ENTRY_FEE_ATOMIC || 5000000000;
const parsed = Number(fee);
return Number.isFinite(parsed) && parsed > 0 ? parsed : 0;
}
_houseFeePercent() {
const v = parseFloat(process.env.MATCH_HOUSE_FEE_PERCENT);
return Number.isFinite(v) && v >= 0 && v <= 100 ? v : 5;
}
}
module.exports = MatchPayoutService;