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Caveat 2 (premium sub had no data source) -> RESOLVED: - src/services/subscriptionService.js: resolves a premium tier by npub. Two sources, both optional (absent => null => unchanged): PREMIUM_NPUBS operator allowlist (npub1/hex[:tier]) works TODAY with zero backend dependency, and an optional SMIRK_PREMIUM_STATUS_URL HTTP endpoint for full automation. Cached. - identityService.entitlementsForUser populates user.subscription_tier from it (by smirk_public_key) before the snapshot, so an active sub unlocks cosmetics. (The Smirk backend's /premium/status is self-only, so a by-npub service lookup is the one remaining backend addition for full automation — documented.) Caveat 1 (client signing was bare scaffold) -> HARDENED: - html/js/smirkChatSign.js now does the Nostr-scope-grant retry (sign first; on NOT_AUTHORIZED, getNostrPublicKey() once + retry), same as SmirkAuth — so a returning user signs with one approval instead of silently falling back. Still feature-detected + graceful. A real Smirk wallet click is the last confirm. Docs updated (MONETIZATION.md, CHAT_AND_NOSTR.md). Tests: +6 (allowlist hex/npub1, HTTP active/inactive+cache, identityService unlock, non-premium unchanged). Suite 57 suites / 413 tests green.
85 lines
4.6 KiB
Markdown
85 lines
4.6 KiB
Markdown
# Monetization — credits, catalog & entitlements (P1)
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One unit of account (**credits**), one operator-owned **catalog**, and a tiered **entitlement** rule that
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decides who has unlocked which cosmetics — and now doubles as the premium-subscription payoff.
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## Credits
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Credits are the unit of account. A direct/single-game entry is modeled as *buy 1 credit + spend 1 credit*
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(`gameModeManager.recordDirectEntryPurchase`) so it advances `total_credits_purchased` and unlocks the same
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threshold cosmetics as a real credit purchase. Payouts are orthogonal to credits.
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## The catalog
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`cosmetic_catalog` (migration `024`) is the operator-owned product table — it replaces the old hardcoded,
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split-brain `PACKS` (server + client). Columns: `pack_id, label, kind, projection, tier, unlock_min_credits,
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grant_only, sort_order, active, metadata`.
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`src/services/catalogService.js` loads + caches it, falling back to `DEFAULT_CATALOG` if the table is
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missing (42P01) or empty — so the game runs before the migration and never hard-fails on catalog reads.
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The server ships `catalogSummary()` to the client, which merges it into `RK.PACKS` — the client no longer
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owns a parallel catalog.
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## The unlock rule
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`src/multiplayer/entitlements.js` — `snapshotForUser(user, grants, catalog)`. A pack unlocks if **any** of:
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```
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1. it's free (tier 0, no gate)
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2. an explicit grant (products → grants)
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3. lifetime spend ≥ the pack's unlock_min_credits threshold
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4. the user's premium TIER ≥ the pack's tier
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```
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`TIER_OF = { free:0, credits:0, supporter:1, premium:2, operator:3 }`. Clause 4 is the premium hook.
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**Buying credits does NOT put you on the premium ladder** (`credits` → tier 0) — that was the old bug where
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any purchase unlocked every premium pack.
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## Premium subscription → cosmetics
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`levelForUser(user)` returns the **higher** of the stored `premium_level` and an active
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`subscription_tier`. So a live **wowne.ro premium subscription** sets the entitlement tier, which unlocks
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tile/customization packs at/below it — **one subscription drives both chat perks and cosmetics** (see
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[CHAT_AND_NOSTR.md](CHAT_AND_NOSTR.md)).
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Everything downstream — pack gating, the served catalog, the client unlock UI — already consumes `tier`.
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The data source is `src/services/subscriptionService.js` (`SubscriptionService.tierForNpub`), which
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`identityService.entitlementsForUser` calls to populate `user.subscription_tier` before the snapshot:
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```
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active premium sub ──► SubscriptionService.tierForNpub(npub) ──► user.subscription_tier ──► levelForUser ──► tier
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├─ relay: chat perks (badge, no-PoW, VIP)
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└─ catalog: tile / skin / customization unlocks
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```
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Two sources, checked in order (both optional — absent ⇒ tier null ⇒ unchanged legacy behavior):
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| Env | Meaning |
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|-----|---------|
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| `PREMIUM_NPUBS` | operator allowlist `npub1…\|hex[:tier],…` — works **today**, zero backend dependency |
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| `PREMIUM_DEFAULT_TIER` | tier for allowlist entries without an explicit `:tier` (default `premium`) |
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| `SMIRK_PREMIUM_STATUS_URL` / `_KEY` | optional HTTP endpoint answering premium-by-npub `{active, tier?}`, for full automation |
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> The Smirk backend's `/premium/status` is **self-only** (user-token auth), so the game can't look up
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> an arbitrary npub through it. Full automation needs a small backend addition — a service/by-npub
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> premium endpoint (or a webhook that sets the tier). Until then, `PREMIUM_NPUBS` is the working source.
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## Files
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```
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src/migrations/024_cosmetic_catalog.sql operator-owned catalog table
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src/services/catalogService.js load/cache + DEFAULT_CATALOG fallback
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src/multiplayer/entitlements.js snapshotForUser · levelForUser · TIER_OF · unlock rule
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src/services/subscriptionService.js premium tier by npub (PREMIUM_NPUBS allowlist + HTTP seam)
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src/network/identityService.js entitlementsForUser (loads catalog + grants + sub tier)
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src/game/gameModeManager.js recordDirectEntryPurchase (direct entry = 1 credit)
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html/js/render/assetPacks.js client consumes the served catalog
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```
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## Open decisions
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- Premium tiers: one flat "premium," or a ladder (supporter/premium/operator) where each rung unlocks
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progressively more cosmetics *and* chat perks? (`TIER_OF` already has the rungs.)
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- Full-automation source: add a service/by-npub premium endpoint to the Smirk backend (then set
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`SMIRK_PREMIUM_STATUS_URL`) vs. a webhook that stamps the tier. `PREMIUM_NPUBS` covers it manually today.
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