Files
wownerogue/docs/TAVERN_AND_MULTIPLAYER.md
T
jwinterm dacbf356ed fix: close pre-launch review findings and light the premium renderers
Adversarial multi-agent review of the launch candidate produced 22 confirmed
findings (12 more were refuted). This closes the critical, high, and the
mediums/lows that are cheap and real, then does the iso/3D/Tavern art pass.

CRITICAL — unauthenticated remote kill switch
  Socket.IO does not wrap listener invocation, and this process treats
  uncaughtException/unhandledRejection as fatal, so ONE unguarded throw in ANY
  listener exits the server. `socket.emit('debug_ping')` with no argument did
  exactly that, and systemd restarts straight back into it. Every registration
  in handleConnection now goes through a safe-dispatch wrapper that contains
  sync throws and rejected promises to the offending socket; handleDebugPing
  also stops trusting its payload.

HIGH
  - NIP-98 login now binds the signed event to this deployment's host. The path
    check alone let an event signed for any other origin authenticate here, and
    linking ADOPTS the account owning that pubkey — full account takeover.
  - Fog of war is enforced server-side. getState() shipped absolute
    entrance/exit/treasure coordinates and the monster's exact position in every
    frame, with concealment implemented only in the browser. Discovery is sticky;
    the monster is reported only while in view.
  - NODE_ENV must now be explicit and recognized. Unset, every production gate
    read false while DebugManager reported production and silenced logging.
  - Tavern chat applies the lobby's ban list, rate limiter and user_id
    attribution before entering global chat.
  - userRegistry is deleted by socket.id (it was keyed by socket.id and deleted
    by socket.client.id, so nothing was ever freed).

MEDIUM / LOW
  - Payouts: a legitimately split transfer_split kept its transaction hashes
    instead of quarantining already-broadcast funds with tx_hash NULL, and
    provably pre-broadcast failures return to 'pending' rather than needs_review.
  - RateLimiter key parsing fixed — cleanup() freed nothing and expired windows
    never reset, because ids contain colons.
  - Enter no longer submits a paid entry from behind a modal.
  - Lobby chat no longer double-escapes server-escaped text.
  - Rate limits for identity:get / address:prompt / early_entry.
  - Spectators released when a game ends by disconnect, not just settlement.
  - movementManager / addressManager per-socket maps cleaned on disconnect.

Renderers
  Iso: opaque shading instead of translucent fog, additive torch/lantern/beacon
  light pools, crevice AO, embers, cold memory wash, and it stops reallocating
  the whole canvas every animation frame.
  3D: instanced level geometry (3 draw calls), procedural stone/flagstone
  materials, torch lights + shadows, real meshes for stairs/chest/monster
  (they were humanoid capsules), dust motes, wall cutaway, and lighting
  rebalanced now that fog is measured from the camera.

Tavern
  Block height and hash fragments drift around the stage edge and ripple when a
  block lands, fed by a cosmetic chain tip added to the blockheight broadcast.
  Speech bubbles work again (they keyed off a socketId the server stopped
  sending).

126 suites / 1005 tests pass.
2026-07-26 07:29:47 -04:00

18 KiB
Raw Blame History

Tavern & Multiplayer — Design & Build Plan

Match mode has its own dedicated design doc: see docs/MATCH_MODE.md.

Status: Tavern and server-selected multiplayer rulesets (race, last-alive, score-attack, coop-escape) are implemented (see docs/MATCH_MODE.md). Both surfaces are disabled by default and gated by config, so existing single-player play is unaffected.

Shared engine: one Room, two modes

Both modes are built on a single shared component — a real-time, multi-occupant Room:

  • Tavern — a peaceful Room: players pick an avatar, walk around, chat, and watch live games.
  • Multiplayer — the same Room engine with a dungeon, monsters, and ruleset-selected collision/combat behavior.

The engine (src/multiplayer/) has no Socket.IO, database, or Wownerogue coupling. A manager layer owns transport (Socket.IO rooms, broadcasts) and the server-tick timer. Keeping the engine transport-agnostic makes it unit-testable in isolation and reusable as a standalone package.

Modes

Tavern — a social space that reuses the existing lobby and spectator infrastructure. Players choose an avatar, move around a shared map, and chat. A spectator camera lets them watch live single-player or multiplayer games from inside the room.

Entering anonymously

The Tavern requires no account or login. On connection, the browser registers the client and waits for the normal anonymous session handshake (session_token, session_resumed, or the associated identity response) before enabling Enter tavern. The token is stored as wownerogue_token in that browser's localStorage and is reused after refresh or reconnect.

The join form accepts its submit action, including Enter from the optional name field. Its button shows Connecting…, Preparing…, or Entering… while the corresponding step is pending. A disconnect or connection error resets readiness and retries automatically; a join with no server response becomes a visible retryable error after ten seconds. Cosmetic availability is still normalized and enforced by server entitlement policy.

Multiplayer Match — a shared dungeon Room using the operator-selected ruleset. Players may race to escape, fight to remain last alive, compete for score, or cooperate. Block-bounded rulesets end on the first advancing header after their active-play duration floor; every match also has a hard ceiling. Match rooms enable the collision/combat rules selected by the ruleset; the Tavern does not.

Operator Policy

The server operator controls which modes are enabled and, for multiplayer, the economic model. Mode activation, the multiplayer ruleset, and multiplayer economy switches are startup environment configuration. Change SOLO_ENABLED, TAVERN_ENABLED, MATCH_ENABLED, MATCH_RULESET_ID, or the MATCH_* economy settings in the deployment configuration and restart the service. The separate database-backed ConfigPersistence allowlist covers a limited set of solo payment/difficulty values; it does not hot-reload match modes or rulesets. There is no per-room ruleset editor today.

Which modes are enabled is surfaced to clients in the game_mode_info event as modes: { solo, tavern, match } (from SOLO_ENABLED, TAVERN_ENABLED, and MATCH_ENABLED). The client shows or hides entry points from this, so any single mode can run on its own — including a Tavern-only instance. Solo is on unless explicitly disabled; Tavern and Match are opt-in.

Multiplayer economic models (operator-selected per instance):

Model Description
free No entry cost or payout; competitive results use the Free/Pleb board.
credits_prestige Spend credits; competitive results use the separate PvP Prestige board, with no crypto payout.
crypto_race Use a backed race-entry ticket; an eligible competitive winner receives the disclosed pot less the configured fee.

The baseline defaults are conservative (free, no payout). Instance deployment configuration may enable additional economies; operators are responsible for ensuring their selected configuration complies with applicable laws in their jurisdiction.

Avatars

Avatars are cosmetic. Availability is controlled by Operator Policy — for example, a set available to everyone plus additional avatars unlocked by credit purchases. The avatar id is stored on the occupant and broadcast to the room; unlock eligibility is enforced at join time.

Character Appearance Contract

The public identity shape is appearance: { avatar, tint, equipment }. The server normalizes this shape, persists it on users.appearance, stores it on the Occupant at join time, and broadcasts it in room snapshots. Renderers use appearance as the canonical cosmetic identity; the flat avatar field remains as a compatibility shortcut and as the first discriminator for sprite/skin loading.

This contract is intentionally renderer-agnostic:

  • Top-down grid packs resolve avatar to a base tile/frame and composite equipment overlays above it. tint recolours only the authored recolour pixels so outlines, skin, wood, and metal remain intact.
  • Isometric packs should keep the same appearance ids and supply an isometric resolver for base frames, direction rows, anchor/feet position, and equipment overlays. If an exact item is missing, the resolver should fall back by role (round_shield -> shield -> none) rather than changing the saved identity.
  • True 3D packs should resolve the same ids to GLB assets/material variants/animation clips. Source models and intermediates stay out of git; shipped GLB or baked sprite outputs are hosted and lazy-loaded like premium sprite sheets.

Premium costumes are catalog entries with an entitlement requirement. The client may hide or label locked choices, but real gating belongs at the server/operator policy layer: identity saves and join requests normalize unauthorized premium avatar ids to an allowed fallback.

Current baseline premium policy: a player is treated as premium after any successful credits purchase (users.total_credits_purchased > 0). That unlocks the preview premium packs (generated-skins, iso-dungeon, and kenney-3d-characters) unless a future operator policy tightens them. The policy shape is already pack-based so products can sell or grant different packs independently. Operator/admin grants go through user_pack_entitlements(user_id, pack_id, source, expires_at, metadata), while users.premium_level is reserved for broader tiering.

Product Grants

Payments stay separated from entitlement policy:

  • Single-game entries buy one paid game attempt and do not grant premium by default.
  • Credits packages grant credits and may bundle cosmetic/render packs or a premium tier.
  • Cosmetic products grant packs or tiers directly and may grant zero credits.

Catalog configuration supports grants on credit packages and a separate COSMETIC_PRODUCTS catalog. A grant payload is normalized to: { credits, packs: [{ id, expiresAt, source }], premiumLevel }.

Examples:

{
  "id": "supporter_25",
  "label": "25 Credit Supporter Pack",
  "credits": 20,
  "bonus": 5,
  "price": 1000000000000,
  "grants": {
    "packs": ["generated-skins", "kenney-3d-characters"],
    "premiumLevel": "supporter"
  }
}
{
  "id": "pack_3d",
  "label": "3D Character Pack",
  "price": 250000000000,
  "grants": {
    "packs": ["kenney-3d-characters"]
  }
}

Confirmed product payments persist the normalized grant on payments.product_grants, update credit balances only when credits are part of the product, and upsert pack ownership in user_pack_entitlements. The client receives the updated entitlement snapshot through credits_update / identity_update, so the same premium state gates character saves, tavern joins, render modes, and later multiplayer rooms.

Chat

The existing chat backend is retained and wrapped behind a ChatProvider interface so the backend can be swapped later without changing callers. The current backend remains the default.

Tavern chat is global chat. When a globalChatProvider is injected, tavern_chat reaches every connected client and the persisted history, so it must clear the same bar as the lobby path: TavernManager._moderateChat applies the chat ban list, the reconnect-proof rate limiter (stableId + IP), and user_id attribution before publishing. Without those guards tavern_chat is simply an unauthenticated bypass of lobby moderation under a client-chosen display name. The per-occupant cooldown alone still governs the ephemeral tavern-scoped fallback room, which nobody outside the room ever sees.

Speech bubbles resolve the speaker from the occupant list by display name. The chat provider publishes a short publicId, never the raw socket id, so anything keying bubbles off socketId silently never fires.

Chain ambience

The Tavern stage carries a decorative chain layer (RK.mountChainAmbience, chainAmbience.js): fragments of the real top block hash fade in around the border and drift away, a corner readout tracks the height, and a landing block sends a ripple around the frame plus a brighter burst.

It consumes the public blockheight broadcast, which now carries an optional cosmetic tip (hash, difficulty, txPoolSize). The tip is refreshed from get_info only when the height actually advances — it is decoration, not worth an extra RPC every poll — and RpcService.getChainTipInfo() never throws and never feeds fairness, payouts, or match seeding. DebugManager.getChainTip() returns null under simulated blocks, since there is no chain to describe. The layer is pointer-events:none, honours prefers-reduced-motion, and stops spawning (and drops its backlog) while the tab is hidden — a hidden tab pauses CSS animations, so animationend never fires and motes would otherwise accumulate indefinitely.

Rendering (art pass)

Rendering goes through a shared, renderer-agnostic scene model: game/tavern state is adapted into a Scene (a tile grid + entities), and any renderer draws it. This lives in html/js/render/ and is used by the Tavern, multiplayer client, spectators, and the single-player render bridge.

Selectable render techniques:

  • ASCII — monospace glyph grid (canvas). Always-available fallback; accessible.
  • Tiled — coloured tiles + entity sprites (canvas 2D). The default. Real tilesets/atlases slot in here later.
  • Iso — canvas isometric projection using Kenney's Isometric Miniature Dungeon runtime PNGs.
  • 3D — Three.js projection, loaded lazily from the pinned same-origin three@0.160.0 runtime. It attaches generated GLB avatars with idle / run / jump clips when available and keeps a lightweight low-poly fallback only when the model cannot load.

fancyRenderer.js remains an internal PixiJS prototype, not a registered selectable mode. Production top-down styling comes from interchangeable packs plus the shared canvas FX layer. Planned: Fancy ASCII — shader-lit, animated glyphs.

Render mode is a per-user choice (persisted) with an operator default. Modes can be marked premium — a cosmetic entitlement intended to be unlocked with credits (the same Operator Policy pattern as avatar unlocks). Because rendering is client-side, this is a soft/cosmetic gate, not a hard boundary; premium-only assets (special tilesets, shaders) are the real lever if stronger gating is wanted. The render kit provides the engine and programmatic tiles/effects — polished pixel-art tilesets, sprite sheets, and shader effects are a separate content effort.

CSP note: If the internal PixiJS prototype is invoked, it loads @pixi/unsafe-eval immediately after pixi.js to precompile shaders without adding 'unsafe-eval' to CSP. It also requires the server's explicit external-renderer policy; no current mode button invokes it.

Asset delivery & performance

Rules for keeping the tree lean and the client fast:

  • Heavy source artifacts never go in git. 3D models and generation intermediates (*.glb, *.fbx, *.blend, …) are produced by the sprite pipeline (~/src/docs/animated-sprite-pipeline.md) and are gitignored. Only the outputs the game loads are considered for shipping.
  • Generated / premium assets are provisioned, not committed. Premium skins and runtime GLBs live under html/assets/generated/ (gitignored). They may be provisioned into the same-origin runtime path or delivered by an explicitly reviewed asset host and CSP policy; they are not present in the Git release artifact. The base tier's small Kenney CC0 tiles stay in-repo.
  • Lazy-load by mode / entitlement. Nothing heavy loads until it's actually needed:
    • ASCII and Tiled need no WebGL library. The unregistered Fancy prototype requests PixiJS plus @pixi/unsafe-eval only if called directly.
    • A premium skin's sprite sheet is fetched only when that skin is selected and the player is entitled to it.
    • The exact production Three.js dependency is served beneath /vendor/three/0.160.0/ and imported only when 3D is selected. Local delivery takes precedence; external renderer execution remains off unless RENDERER_CDN_ENABLED=true.
    • Generated GLBs are emitted by scripts/build_kenney_3d_characters.py from local Kenney FBX sources into html/assets/generated/3d/ (gitignored).
  • Optimize what ships. Sprite sheets are delivered as WebP (alpha), right-sized to display resolution, content-hashed with a long cache TTL. (Example: the demo walk sheet is 633 KB as PNG, 65 KB as WebP — ~10×.)

Milestones

Tavern:

  • T0 — Shared engine scaffold: Room, Occupant, tavern map, unit tests. (Done)
  • T1 — TavernManager: Socket.IO room, server-tick timer, join/move/leave broadcasts; minimal client (html/tavern.html) rendering avatars; gated behind TAVERN_ENABLED. (Done)
  • T2a — ChatProvider seam + tavern chat. (Done)
  • T2b — Spectator camera into live solo and multiplayer games from the Tavern. (Done)
  • T3 — Avatar picker with policy-gated unlocks. (Done)

Multiplayer:

  • M0 — Match Room with a dungeon, shared monster, server ticks, and bounded lifecycle. (Done)
  • M1 — Player-vs-player combat for the last-alive ruleset. (Done)
  • M2 — Environmental hazards.
  • M3 — Free, credit-prestige, and gated crypto-race economies wired in. (Done)

Rendering:

  • R0 — Shared render kit: scene model + selectable ASCII / Tiled / Iso / 3D techniques, internal Fancy prototype, and a mode switch wired to the Tavern. Premium-mode gating scaffolded. (Done)
  • R1 — Wire the main game to the render kit behind the existing display layer. (Done)
  • R2 — Real tilesets / sprite sheets and the Fancy-ASCII tier.
  • R3 — Wire premium render modes to credit entitlements (Operator Policy). (Done)

All milestones are additive and config-gated; the single-player path is unchanged.

Current status

src/multiplayer/

  • Occupant.js — a shared-world avatar (position, name, avatar id, facing).
  • Room.js — map/walkability, server-authoritative one-tile movement, optional occupant collision, a tick() hook for future autonomous systems, and snapshot/full-state serialization.
  • tavernMap.js — a procedurally generated (rectangular) default tavern layout.

src/network/tavernManager.js — transport + lifecycle: a shared Room, the server-tick timer, and Socket.IO room broadcasts. Wired into SocketHandlers (tavern_join / tavern_move / tavern_leave, plus disconnect cleanup and shutdown). Inert unless TAVERN_ENABLED=true.

html/tavern.html — the browser client: establish/resume an anonymous session, choose an optional name/avatar, enter the room, walk with keyboard or on-screen controls, chat, watch solo/multiplayer games, or join a match. No account login is required.

src/network/chat/ — the ChatProvider seam. ChatProvider (interface) + SocketChatProvider (default: Socket.IO delivery + Postgres history). Both the global chat (ChatHandler) and tavern chat deliver through it, so the backend can be swapped (e.g. a Nostr channel) without changing callers. Tavern chat is room-scoped and ephemeral.

html/js/render/ — the render kit: sceneModel.js (renderer-agnostic adapters), ASCII, tiled, isometric, and Three.js renderers plus the internal Fancy (PixiJS) prototype, and renderModes.js (registry, factory with graceful fallback, entitlements, persistence). Clients expose a mode toolbar where applicable; premium modes are marked and gated by RK.entitlements.

Tests: test/tavernRoom.test.js (engine), test/tavernManager.test.js (manager incl. chat), test/chatProvider.test.js, test/renderScene.test.js (scene adapter), test/entitlements.test.js, test/identityService.test.js, and test/productGrants.test.js. test/pvpUiPolish.test.js covers the anonymous readiness/join states, and test/rendererCdnPolicy.test.js covers the same-origin Three.js runtime policy. End-to-end join/move/leave, local 3D, and chat over a real socket are verified out-of-band.

Payment/product entitlement pieces:

  • src/migrations/020_user_appearance_and_pack_entitlements.sql — persisted appearance, premium tier, and pack grants.
  • src/migrations/021_payment_product_grants.sql — product ids and normalized grants on payments.
  • src/network/identityService.js — server-side appearance persistence and entitlement-aware normalization.
  • src/payments/productGrants.js — product grant normalization/public summaries.
  • src/multiplayer/entitlements.js — server policy snapshot used by identity, tavern joins, and payment confirmations.

Enable locally with TAVERN_ENABLED=true (optionally TAVERN_TICK_MS), then open /tavern.html in two browser tabs.