13 KiB
Match Mode — Race/PvP Multiplayer
Status: Implemented — all five milestones complete. Single-player and Tavern modes are untouched.
Match mode adds real-time multiplayer races to Wownerogue. It reuses the existing shared-world
engine (Room/Occupant), the render kit, the payment/payout systems, and provably-fair seeding.
Supported economies
| Economy | Entry cost | Payout | Leaderboard |
|---|---|---|---|
free |
None | None | Pleb board |
credits_prestige |
Credits | None (prestige only) | Prestige board |
crypto_race |
Race-entry ticket | Winner-take-pot (minus house fee) | Hall of Champions |
Unredeemable credits are the same users.credits balance running with CREDITS_PAYOUTS_ENABLED=false;
there is no separate "fake credit" system. Crypto races use non-refundable race-entry tickets
(users.race_entries) so players never need an on-chain refund when leaving a queue before a match
starts.
Lifecycle: a race every block
The existing solo queueHandler already reacts to new crypto blocks. MatchScheduler subscribes to
the same block-count event. Free and value-bearing queues intentionally have different starts:
- A free queue with ≥2 players drains into a
MatchRoomimmediately on the current block event. - A paid queue with ≥2 players at canonical header H atomically creates a
pendingmatch and links the exact FIFO queue rows and entrants. That transaction records a deterministic entrant-freeze commitment and fixes canonical header H+the configured entropy delay as its target; it does not read a block hash or create a playable seed. A fresh post-commit count is persisted while the target is still in the future. - Only a later, sufficiently confirmed block-count event can resolve that pending match. The
scheduler twice requests the canonical hash for the exact target, verifies the frozen IDs again,
derives the seed, and changes the match from
pendingtostartingbefore collection/countdown. It immediately checks the hash again. Another height and server randomness are not substitutes. - If a queue has 1 player, they carry over and may leave until a freeze claims their row.
- If a queue is empty, nothing happens.
A match ends when:
- Its selected ruleset resolves (for example, first exit, last alive, or all players resolved).
- If
ruleset.timing.blockDeadlineis enabled, the first advancing canonical header after both the match's start header andMATCH_MIN_DURATION_MSof active play is observed. A duplicate block poll, the start header itself, or a block arriving before the floor cannot end the match; after an early block, the match waits for the next advancing header. - The
MATCH_HARD_CEILING_MSabsolute ceiling expires.
Final placement and winnerId come from the selected ruleset's deterministic rank strategy. The
classic race uses exit/proximity ranking; last-alive and score-attack use their own competitive
rankings.
Architecture
Engine layer (src/multiplayer/)
MatchRoom.js— extendsRoom. Owns a shared deterministic dungeon, shared monster, player life/death/finish state, treasure, and the block/timer deadline. Serves as the synchronous tick resolver.MatchEngine.js— server tick driver. Wraps aMatchRoomwith asetIntervaltimer, callsresolveTick(), and firesonFinishwhen the match ends.MatchState.js— serialization helpers that produce broadcast/persistence shapes, including the renderer-agnosticgameStateconsumed byhtml/js/render/sceneModel.js.
Transport / lifecycle layer (src/network/)
matchQueue.js— persisted per-economy queues (free,credits_prestige,crypto_race), join/leave, atomic credit/ticket escrow.matchScheduler.js— block-cadence scheduler that drains queues into matches.matchManager.js— Socket.IO rooms, match lifecycle, broadcasts, reconnect grace, persistence.matchPayoutService.js— crypto-race pot accounting, house-fee split, winner payout record.matchLeaderboard.js— posts match scores to the correct leaderboard.tavernMatchBridge.js— forwards public match state to the tavern room for spectators.
Persistence
See migration src/migrations/022_match_mode.sql:
matches— one race, including the durablependingentrant-freeze envelope and later verifiable seed commitment, economy, pot/fee, winner.match_entrants— per-player state, placement, score, payment link.match_events— replay / spectator / audit feed.match_queue_entries— persisted queue for restart safety.race_entry_transactions— race-entry ticket ledger.users.race_entries— hot-read ticket balance.payouts.match_id— links winner payout to match.
Match seed verification
Paid matches use future-block-freeze-v2 / future-chain-block-v2. At canonical header H the
server commits the exact economy, ruleset, sorted durable FIFO queue-entry IDs, configured delay,
and target H + MATCH_PAID_ENTROPY_DELAY_BLOCKS in a pending row before requesting any hash.
After that transaction commits, a fresh strict daemon count must prove that the target does not yet
exist; the witnessed tip and verification timestamp are durable and immutable. A delayed commit
that reaches the target is cancelled and every exact escrow anchor is refunded without reading the
target hash. Legacy v1 or otherwise unverified pending freezes are also refunded at startup.
Activation waits until the target itself has the configured confirmation depth (the target counts as confirmation one). The scheduler reads count/header/count/header and requires both exact-height headers to have the same canonical hash. It re-reads that target immediately after the activation transaction and before ticket collection, gameplay, or client notification; an unavailable or changed hash aborts and refunds the match. The playable seed is SHA-256-derived only from the v2 freeze commitment and exact target hash. The persisted/public proof records the delay, required confirmations, minimum activation tip, and post-commit witness. Confirmation settings are safety metadata rather than extra seed material.
Monero-family getblockcount is a count, while get_block(height) uses zero-based header heights.
The scheduler normalizes the event exactly once (observedHeaderHeight = blockCount - 1). Every
persisted/disclosed blockHeight is the actual header height passed unchanged to get_block, so the
published height resolves to the published hash without an off-by-one translation.
This proves the documented seed derivation and deterministic dungeon; it does not prove honest
input handling, block-source independence, payout delivery, or resistance to a malicious chain
producer/operator. Free development matches may use a server-random commitment and are labelled
server commitment only. Do not describe match mode as equivalent to the solo two-party fairness
protocol without an independent review.
Configuration
Add to src/.env (documented in src/.env.example):
# Enable match mode (default false)
MATCH_ENABLED=false
# Max players per match (also bounded by the selected ruleset; built-ins max at 8)
MATCH_MAX_PLAYERS=4
# Server tick interval in ms
MATCH_TICK_MS=250
# Server-selected gameplay ruleset; clients cannot override it
# race | last-alive | score-attack | coop-escape
MATCH_RULESET_ID=race
# Paid freeze target distance and activation confirmation depth.
# Production requires explicit safe integers from 2 through 100.
MATCH_PAID_ENTROPY_DELAY_BLOCKS=2
MATCH_PAID_ENTROPY_CONFIRMATIONS=2
# Minimum race duration before the next block can end it
MATCH_MIN_DURATION_MS=20000
# Hard ceiling after which a race is force-ended
MATCH_HARD_CEILING_MS=240000
# Credits cost for prestige-only races
MATCH_CREDITS_COST=1
# Crypto race house fee percent (required; 0 <= fee < 100)
MATCH_HOUSE_FEE_PERCENT=5
# Required per-player funded ticket value in atomic units.
MATCH_ENTRY_FEE_ATOMIC=5000000000
# Crypto admission requires both explicit match gates and an outer atomic-unit payout cap
MATCH_CRYPTO_RACE_ENABLED=false
MATCH_PAYOUTS_ENABLED=false
MATCH_PAYOUT_MAX=50000000000
Crypto races also require:
- A paid instance (
GAME_MODE=PAID_SINGLE/PAID_CREDITSor equivalentPAYMENT_MODES). - At least one race-entry product with
grants.race_entries: Nandgrants.race_entry_value_atomicexactly equal toMATCH_ENTRY_FEE_ATOMIC. The product price must coverN * MATCH_ENTRY_FEE_ATOMIC; confirmation records a durable lot per payment. - A competitive single-winner ruleset.
coop-escapeis rejected until split-payout semantics are implemented.
Client surfaces
/match.html— dedicated race queue / race view with economy selector and race HUD./tavern.html— Queue for Race panel and Active Races list with Watch buttons. Tavern spectators receivetavern_match_tick/tavern_match_endevents and render races through the existing render kit.
Socket events
Server emits:
game_mode_info— includesmodes.match { enabled, economies, maxPlayers, activeRuleset, rulesets }.match_queue_joined/match_queue_left— queue responses.match_joined/match_start/match_tick/match_end— race lifecycle for players.tavern_match_list/tavern_match_tick/tavern_match_end— public race feed for tavern spectators.
Client sends:
match_queue{ economy, action: 'join' | 'leave' }match_move{ dx, dy }match_leave— forfeit an active race.tavern_match_list— request active races.
Leaderboards
- Free competitive matches create synthetic
gamesrows withgame_mode = 'FREE'for the Pleb board. - Credits/prestige competitive matches are served from authoritative
matchesandmatch_entrantsrows byGET /api/leaderboard?board=prestige. - Crypto competitive matches create synthetic
gamesrows withgame_mode = 'PAID_CREDITS'for the generic self-hosted Hall of Champions board. Such Software's two operated profiles keep this economy disabled and exclude all match-generated rows from Champions.
The public leaderboard endpoint requires board=pleb|champions|prestige; omitting board safely
defaults to pleb. The removed mixed board=all behavior and unknown or blank values return 400
instead of silently combining or translating economies.
An individual win requires the durable match winner and placement #1 to agree; reaching the exit
alone is never treated as a win in last-alive or score-attack. coop-escape is collective, records
no individual winnerId, and keeps its results in matches / match_entrants; it is intentionally
excluded from individual boards until a dedicated team leaderboard exists.
Tests
Run the match-mode test suites in isolation:
cd src
npx jest ../test/match
The suite includes block-deadline, authoritative leaderboard-result, co-op exclusion, durable finish, and finished-room reconnect regressions in addition to the core room/queue/payout tests.
Files added / modified
New:
src/migrations/022_match_mode.sqlsrc/multiplayer/MatchRoom.js,MatchEngine.js,MatchState.jssrc/network/matchQueue.js,matchScheduler.js,matchManager.js,matchPayoutService.js,matchLeaderboard.js,tavernMatchBridge.jshtml/match.html,html/js/matchClient.jsdocs/MATCH_MODE.md,src/.env.match.example- 7 test files
Modified:
src/network/socketHandlers.js— initializes match services and wires socket events.src/network/identityService.js— addsuserForId().src/game/gameModeManager.js— advertisesmodes.match; grants race-entry tickets on product payment.src/payments/productGrants.js— recognizesgrants.race_entries.src/index.js—/api/leaderboard?board=prestige.html/tavern.html— race queue / spectator UI.src/.env.example,docs/TAVERN_AND_MULTIPLAYER.md,docs/TODO.md,README.md.
Operational notes
- Match mode is opt-in and inert unless
MATCH_ENABLED=true. MATCH_RULESET_IDis trusted server configuration; unknown/solo-only values fall back torace.- Crypto race payouts reuse the existing
payoutstable, batch processor, and retry service. MATCH_PAYOUTS_ENABLED=falsestops new admission and refunds queued ticket escrow. Matches whose pot/liability was already accepted still create their durable payout; the global payout master switch may pause dispatch without erasing it.- The unconditional unique index
idx_payouts_one_per_matchprevents a replacement payout in every status, includingfailedandneeds_review. - Only confirmed-payment ticket lots with the current exact entry value can enter a crypto race; legacy/admin-granted aggregate tickets cannot create a payout liability. The exact lot is held on queue join and consumed in the same transaction that accepts the immutable match liability.
- Players who disconnect during a race have a 30-second grace period to reconnect.
- Paid freeze/start block events are serialized. A crash before activation leaves a resumable
pendingfreeze; a crash after activation is handled by abandoned-match recovery. Orderly shutdown stops the scheduler, waits for its block task, and transactionally cancels/refunds every still-pending freeze before shutting down match transport.