Files
wownerogue/src/game/gameModeManager.js
T
jwinterm 31b4c3ca5d feat(entry): START GAME shows the wait-vs-drop-in choice for free games too
Previously the timing-choice modal (Start Now / Wait for Next Block) only appeared for
paid-credits players; free players got a silent immediate drop-in. Now it shows whenever
the game would start instantly:
- Server getGameModeInfo exposes freePlayEnabled (was server-only) so the client knows
  free play is available even on a paid instance.
- Client (inputHandler) gates the modal on free-play-available OR paid-credits-with-credits;
  the modal is purely a TIMING pick (auto_start vs join_queue) — payment method is unchanged.
- Modal cost text reflects free play.

Both waiting animations are untouched: they render on the ROT display via WaitingScreenAnimator
using the base GameTiles, independent of the render-kit packs (which are disabled for SP anyway),
so they work regardless of visualization style. Suite 62/435 green.
2026-07-12 10:44:31 -04:00

1968 lines
95 KiB
JavaScript

/**
* Game Mode Manager
* Handles different game modes (FREE, PAID_SINGLE, PAID_CREDITS)
*/
const {
DEFAULT_DECIMALS,
parseAtomicEnvValue,
inferCurrencyDecimals: inferCurrencyDecimalsForSymbol,
formatAtomic,
formatAtomicHuman,
getDecimalDivisor,
gameNameFor,
currencyLabelFor
} = require('./helpers/gameModeUtils');
const { ValidationError, normalizeError } = require('../utils/errors');
const paymentConfig = require('../config/paymentConfig');
const money = require('../money/atomic');
const Entitlements = require('../multiplayer/entitlements');
const ProductGrants = require('../payments/productGrants');
const { buildProviderRegistry } = require('../payments/providers');
// A wallet "not enough (unlocked) money" error is raised BEFORE the tx is broadcast, so it
// is SAFE to retry (no double-pay risk) — unlike an ambiguous post-broadcast failure. Monero
// locks spent outputs (incl. change) for ~10 blocks, so this is the expected error when all
// outputs are temporarily locked.
function isInsufficientFundsError(message) {
return /not enough (unlocked )?(money|balance|outputs)|insufficient|no unlocked|unlocked balance/i.test(String(message || ''));
}
const DEFAULT_SINGLE_GAME_PRICE = 5000000000; // 0.005 XMR or 0.05 WOW depending on currency decimals
const DEFAULT_CREDITS_PACKAGE_PRICE = 50000000000;
class GameModeManager {
constructor(databaseManager, walletRPCService, debugManager, paymentConfigManager = null, paymentProviders = null) {
this.db = databaseManager;
this.walletService = walletRPCService;
this.debugManager = debugManager;
this.paymentConfigManager = paymentConfigManager || null;
// Modular payment providers (Pillar 3). Defaults to a registry whose only member is the
// native Monero/Wownero provider wrapping this walletService — so with no gateway env set
// every chain routes to the existing wallet-RPC path and behavior is unchanged. Injectable
// for tests. See src/payments/providers/index.js + the btcpay-infra-topology memo.
this.paymentProviders = paymentProviders || buildProviderRegistry({ walletService: walletRPCService });
this.cryptoType = process.env.CRYPTO_TYPE || 'XMR';
this.currencyDecimals = this.inferCurrencyDecimals(this.cryptoType);
// Network configuration (mainnet/stagenet/testnet) - only applies to Monero
// Wownero only has mainnet, so this is ignored for WOW
this.network = (process.env.MONERO_NETWORK || 'mainnet').toLowerCase();
this.isTestNetwork = this.network === 'stagenet' || this.network === 'testnet';
this.singleGamePrice = DEFAULT_SINGLE_GAME_PRICE;
this.creditsPackagePrice = DEFAULT_CREDITS_PACKAGE_PRICE;
this.creditsPayoutEnabled = false;
this.creditsPayoutBaseValue = DEFAULT_SINGLE_GAME_PRICE;
this.directPayoutMultipliers = { escape: 2, escapeWithTreasure: 3 };
this.creditPayoutMultipliers = { escape: 2, escapeWithTreasure: 3 };
this.creditsPerGameCost = 1;
this.preferCreditsFirst = true;
this.paymentsEnabled = false;
this.directModeEnabled = false;
this.creditsModeEnabled = false;
this.configSnapshot = null;
this.applyLegacyEnvConfig();
if (this.paymentConfigManager) {
const config = this.paymentConfigManager.getConfig();
this.applyConfigSnapshot(config, { emitLog: false });
this.setLegacyGameMode(this.paymentConfigManager.getLegacyGameMode());
if (this.paymentConfigManager.eventBus && typeof this.paymentConfigManager.eventBus.on === 'function') {
this.paymentConfigManager.eventBus.on('paymentConfig:update', (updatedConfig) => {
this.applyConfigSnapshot(updatedConfig, { emitLog: true, context: 'updated' });
this.setLegacyGameMode(this.paymentConfigManager.getLegacyGameMode());
});
}
}
this.logConfiguration('initialized');
}
inferCurrencyDecimals(symbol) {
return inferCurrencyDecimalsForSymbol(symbol);
}
// Product name (Monerogue/Wownerogue) and network-aware currency label (sXMR on
// stagenet, XMR on mainnet, WOW for Wownero) — derived so they always track config.
get gameName() { return gameNameFor(this.cryptoType); }
get currencyLabel() { return currencyLabelFor(this.cryptoType, this.network); }
applyLegacyEnvConfig() {
this.setLegacyGameMode(process.env.GAME_MODE || 'FREE');
this.cryptoType = process.env.CRYPTO_TYPE || this.cryptoType;
this.currencyDecimals = this.inferCurrencyDecimals(this.cryptoType);
// Support both DIRECT_GAME_PRICE and legacy SINGLE_GAME_PRICE
this.singleGamePrice = parseAtomicEnvValue(process.env.DIRECT_GAME_PRICE || process.env.SINGLE_GAME_PRICE, this.singleGamePrice);
this.creditsPackagePrice = parseAtomicEnvValue(process.env.CREDITS_PACKAGE_PRICE, this.creditsPackagePrice);
this.creditsPerGameCost = parseAtomicEnvValue(process.env.CREDITS_PER_GAME, 1) || 1;
this.creditsPayoutEnabled = /^true$/i.test(process.env.CREDITS_PAYOUTS_ENABLED || process.env.CREDITS_PAYOUT_ENABLED || 'false');
// Direct (per-game / entry-fee) payouts must be independently gateable, like credits.
// Default true for backward compatibility; set DIRECT_PAYOUTS_ENABLED=false for a
// no-payout instance (sell entry/credits for prestige only, e.g. mainnet legitimacy).
this.directPayoutEnabled = !/^false$/i.test(process.env.DIRECT_PAYOUTS_ENABLED || 'true');
this.creditsPayoutBaseValue = parseAtomicEnvValue(process.env.CREDITS_PAYOUT_BASE, this.singleGamePrice);
process.env.CREDITS_PER_GAME = String(this.creditsPerGameCost);
const directEscape = Number(process.env.DIRECT_PAYOUT_ESCAPE);
if (Number.isFinite(directEscape) && directEscape > 0) {
this.directPayoutMultipliers.escape = directEscape;
}
const directTreasure = Number(process.env.DIRECT_PAYOUT_TREASURE);
if (Number.isFinite(directTreasure) && directTreasure > 0) {
this.directPayoutMultipliers.escapeWithTreasure = directTreasure;
}
const creditsEscape = Number(process.env.CREDITS_PAYOUT_ESCAPE);
if (Number.isFinite(creditsEscape) && creditsEscape > 0) {
this.creditPayoutMultipliers.escape = creditsEscape;
}
const creditsTreasure = Number(process.env.CREDITS_PAYOUT_TREASURE);
if (Number.isFinite(creditsTreasure) && creditsTreasure > 0) {
this.creditPayoutMultipliers.escapeWithTreasure = creditsTreasure;
}
if (process.env.PREFER_CREDITS_FIRST) {
this.preferCreditsFirst = /^true$/i.test(process.env.PREFER_CREDITS_FIRST);
}
this.paymentsEnabled = this.gameMode !== 'FREE';
this.directModeEnabled = this.gameMode === 'PAID_SINGLE';
this.creditsModeEnabled = this.gameMode === 'PAID_CREDITS';
// FREE_PLAY_ENABLED lets players CHOOSE free play even on an instance that also
// sells credits/entry (their score goes to the Pleb board; paid games go to the
// Hall of Champions). Always true when payments are off (free is the only option).
this.freePlayEnabled = !this.paymentsEnabled || /^true$/i.test(process.env.FREE_PLAY_ENABLED || 'false');
}
applyConfigSnapshot(config, options = {}) {
if (!config || typeof config !== 'object') {
return;
}
this.configSnapshot = config;
this.paymentsEnabled = !!config.paymentsEnabled;
if (config.currency) {
if (config.currency.symbol) {
this.cryptoType = config.currency.symbol;
}
if (config.currency.decimals !== undefined) {
this.currencyDecimals = Number(config.currency.decimals);
} else {
this.currencyDecimals = this.inferCurrencyDecimals(this.cryptoType);
}
}
if (config.modes && config.modes.direct) {
const { price, enabled } = config.modes.direct;
if (price !== undefined && price !== null) {
this.singleGamePrice = Number(price);
}
this.directModeEnabled = !!enabled;
}
if (config.modes && config.modes.credits) {
const creditsMode = config.modes.credits;
if (creditsMode.packages && creditsMode.packages.length > 0) {
const primaryPackage = creditsMode.packages[0];
if (primaryPackage.price !== undefined && primaryPackage.price !== null) {
this.creditsPackagePrice = Number(primaryPackage.price);
}
if (primaryPackage.credits) {
process.env.CREDITS_PER_PACKAGE = String(primaryPackage.credits);
}
}
if (creditsMode.creditsPerGame !== undefined) {
this.creditsPerGameCost = Number(creditsMode.creditsPerGame) || 1;
}
this.creditsModeEnabled = !!creditsMode.enabled;
}
if (config.payouts && config.payouts.rules) {
const directRule = config.payouts.rules.direct || {};
const creditsRule = config.payouts.rules.credits || {};
if (directRule.enabled !== undefined) {
this.directPayoutEnabled = !!directRule.enabled;
}
if (directRule.multipliers) {
if (directRule.multipliers.escape !== undefined) {
this.directPayoutMultipliers.escape = Number(directRule.multipliers.escape);
}
if (directRule.multipliers.escapeWithTreasure !== undefined) {
this.directPayoutMultipliers.escapeWithTreasure = Number(directRule.multipliers.escapeWithTreasure);
}
}
if (creditsRule.multipliers) {
if (creditsRule.multipliers.escape !== undefined) {
this.creditPayoutMultipliers.escape = Number(creditsRule.multipliers.escape);
}
if (creditsRule.multipliers.escapeWithTreasure !== undefined) {
this.creditPayoutMultipliers.escapeWithTreasure = Number(creditsRule.multipliers.escapeWithTreasure);
}
}
if (creditsRule.baseValue !== undefined) {
this.creditsPayoutBaseValue = Number(creditsRule.baseValue);
}
if (creditsRule.enabled !== undefined) {
this.creditsPayoutEnabled = !!creditsRule.enabled;
}
}
if (config.preferences) {
if (config.preferences.preferCreditsFirst !== undefined) {
this.preferCreditsFirst = !!config.preferences.preferCreditsFirst;
}
}
process.env.SINGLE_GAME_PRICE = String(this.singleGamePrice);
process.env.CREDITS_PACKAGE_PRICE = String(this.creditsPackagePrice);
process.env.CREDITS_PER_GAME = String(this.creditsPerGameCost);
process.env.CREDITS_PAYOUT_ENABLED = this.creditsPayoutEnabled ? 'true' : 'false';
process.env.CREDITS_PAYOUTS_ENABLED = process.env.CREDITS_PAYOUT_ENABLED;
if (options.emitLog) {
this.logConfiguration(options.context || 'updated');
}
}
setLegacyGameMode(mode) {
this.gameMode = (mode || 'FREE').toUpperCase();
process.env.GAME_MODE = this.gameMode;
}
formatAtomic(value) {
return formatAtomic({
value,
decimals: Number.isFinite(this.currencyDecimals) ? this.currencyDecimals : DEFAULT_DECIMALS
});
}
getDecimalDivisor() {
return getDecimalDivisor(Number.isFinite(this.currencyDecimals) ? this.currencyDecimals : DEFAULT_DECIMALS);
}
formatAtomicHuman(value, digits = 3) {
return formatAtomicHuman({
value,
decimals: Number.isFinite(this.currencyDecimals) ? this.currencyDecimals : DEFAULT_DECIMALS,
digits
});
}
getPrimaryCreditPackage() {
const packages = this.configSnapshot?.modes?.credits?.packages;
if (Array.isArray(packages) && packages.length > 0) {
return packages[0];
}
return {
id: 'default',
credits: 10,
price: this.creditsPackagePrice,
bonus: 0
};
}
_getMatchEconomies() {
const out = { free: true };
if (this.creditsModeEnabled || this.freePlayEnabled) {
out.credits_prestige = true;
}
if (process.env.MATCH_CRYPTO_RACE_ENABLED === 'true' && (this.directModeEnabled || this.creditsModeEnabled)) {
out.crypto_race = true;
}
return out;
}
getCosmeticProducts() {
const products = this.configSnapshot?.products?.cosmetic;
return Array.isArray(products) ? products : [];
}
getCosmeticProduct(productId) {
const products = this.getCosmeticProducts();
if (!productId) return products[0] || null;
return products.find(p => p.id === productId) || null;
}
calculatePayout(mode, { treasureFound = false } = {}) {
const normalizedMode = (mode || this.gameMode || 'FREE').toUpperCase();
const usingCredits = normalizedMode === 'PAID_CREDITS';
const base = usingCredits ? (this.creditsPayoutBaseValue || this.singleGamePrice) : this.singleGamePrice;
const multipliers = usingCredits ? this.creditPayoutMultipliers : this.directPayoutMultipliers;
const multiplier = treasureFound
? (multipliers.escapeWithTreasure ?? multipliers.escape ?? 0)
: (multipliers.escape ?? 0);
// Exact integer math: base (atomic units) * decimal multiplier via BigInt, then
// narrow back to a number only when exactly representable. Avoids float precision
// loss on large atomic amounts (the old `Math.round(base * multiplier)`).
const amount = money.toSafe(money.mulByDecimal(base, multiplier));
console.log(`🧮 calculatePayout: mode=${normalizedMode}, usingCredits=${usingCredits}, treasureFound=${treasureFound}`);
console.log(` base=${base}, multipliers=${JSON.stringify(multipliers)}, chosen multiplier=${multiplier}`);
console.log(` final amount=${amount} (base * multiplier = ${base} * ${multiplier})`);
return { amount, multiplier, base };
}
/**
* Process a confirmed credits package payment - add credits to user
* SECURITY: Uses atomic check-and-update to prevent double-crediting on server restart
* @param {string} socketId - Socket ID of the user
* @param {number} paymentId - Payment record ID
* @param {object} packageInfo - Package info (credits, bonus, etc.)
* @returns {object} Result with success, creditsAdded, newBalance, alreadyProcessed
*/
async processProductPaymentConfirmation(socketId, paymentId, productInfo = null, receivedAmount = null) {
try {
// Look up user from payment record's user_id (stable across socket reconnects)
// This avoids the bug where socket ID changes if user refreshes during confirmation
const paymentLookup = await this.db.query(`
SELECT user_id, description, status, payment_type, product_id, product_grants
FROM payments
WHERE id = $1
`, [paymentId]);
if (paymentLookup.rows.length === 0) {
console.error(`Payment ${paymentId} not found`);
return { success: false, reason: 'Payment not found' };
}
// Fast-fail if already confirmed (avoids unnecessary transaction)
if (paymentLookup.rows[0].status === 'confirmed') {
console.log(`Payment ${paymentId} already confirmed, skipping duplicate processing`);
return { success: false, alreadyProcessed: true, reason: 'Payment already processed' };
}
const userId = paymentLookup.rows[0].user_id;
const paymentRow = paymentLookup.rows[0];
// Determine credits to add from package info or payment description
const paymentType = paymentRow.payment_type || 'credits_package';
let fallbackCredits = paymentType === 'credits_package' ? 10 : 0;
if (productInfo && productInfo.credits) {
fallbackCredits = Number(productInfo.credits) + (Number(productInfo.bonus) || 0);
} else {
const desc = paymentLookup.rows[0].description || '';
const match = desc.match(/(\d+)\s*credits?/i);
if (match) {
fallbackCredits = parseInt(match[1], 10) || fallbackCredits;
}
}
const durableProduct = {
id: paymentRow.product_id,
grants: paymentRow.product_grants || undefined
};
const product = productInfo || durableProduct;
const productGrants = ProductGrants.normalizeProductGrants(product, { credits: fallbackCredits });
const creditsToAdd = productGrants.credits;
const productId = product?.id || paymentRow.product_id || paymentType;
const grantJson = ProductGrants.serializeProductGrants(productGrants);
// CRITICAL: Wrap all three operations in a transaction.
// If any step fails, the payment stays 'pending' and can be recovered.
const result = await this.db.withTransaction(async (client) => {
// Step 1: Atomically mark payment as confirmed (prevents double-crediting)
const paymentUpdateResult = await client.query(`
UPDATE payments
SET status = 'confirmed',
credits_purchased = $1,
confirmed_at = NOW(),
received_amount = COALESCE($3, received_amount),
product_id = COALESCE(product_id, $4),
product_grants = $5::jsonb
WHERE id = $2 AND status = 'pending'
RETURNING id
`, [creditsToAdd, paymentId, receivedAmount, productId, JSON.stringify(grantJson)]);
if (paymentUpdateResult.rows.length === 0) {
// Already processed by another instance - not an error
return { alreadyProcessed: true };
}
// Step 2: Add credits / premium tier to user (using payment's user_id, not socket lookup)
const updateResult = await client.query(`
UPDATE users
SET credits = credits + $1,
total_credits_purchased = COALESCE(total_credits_purchased, 0) + $1,
premium_level = CASE
WHEN $3::text IS NULL THEN premium_level
ELSE $3::text
END,
updated_at = NOW()
WHERE id = $2
RETURNING id, credits, total_credits_purchased, premium_level
`, [creditsToAdd, userId, productGrants.premiumLevel]);
const newBalance = updateResult.rows[0]?.credits ?? creditsToAdd;
const totalCreditsPurchased = updateResult.rows[0]?.total_credits_purchased ?? creditsToAdd;
const premiumLevel = updateResult.rows[0]?.premium_level || 'free';
// Step 3: Record credit transaction for audit trail when credits were granted.
if (creditsToAdd > 0) {
await client.query(`
INSERT INTO credit_transactions (user_id, amount, reason, balance_after, transaction_type)
VALUES ($1, $2, 'package_purchase', $3, 'purchase')
`, [userId, creditsToAdd, newBalance]);
}
// Step 4: Grant race entry tickets if the product includes them.
const raceEntriesToAdd = productGrants.raceEntries || 0;
if (raceEntriesToAdd > 0) {
const raceEntryUpdate = await client.query(`
UPDATE users
SET race_entries = race_entries + $1
WHERE id = $2
RETURNING race_entries
`, [raceEntriesToAdd, userId]);
await client.query(`
INSERT INTO race_entry_transactions (user_id, delta, balance_after, reason, payment_id, metadata)
VALUES ($1, $2, $3, 'purchase', $4, $5::jsonb)
`, [userId, raceEntriesToAdd, raceEntryUpdate.rows[0].race_entries, paymentId, JSON.stringify({ productId })]);
}
// Step 5: Grant cosmetic/render packs. Idempotent so retrying a confirmed
// product cannot duplicate entitlements.
for (const pack of productGrants.packs) {
await client.query(`
INSERT INTO user_pack_entitlements (user_id, pack_id, source, expires_at, metadata)
VALUES ($1, $2, $3, $4, $5::jsonb)
ON CONFLICT (user_id, pack_id) DO UPDATE
SET source = EXCLUDED.source,
expires_at = EXCLUDED.expires_at,
metadata = user_pack_entitlements.metadata || EXCLUDED.metadata
`, [
userId,
pack.id,
pack.source || 'product_purchase',
pack.expiresAt || null,
JSON.stringify({ productId, paymentId })
]);
}
const grantRows = await client.query(`
SELECT pack_id
FROM user_pack_entitlements
WHERE user_id = $1
AND (expires_at IS NULL OR expires_at > NOW())
`, [userId]);
return { newBalance, totalCreditsPurchased, premiumLevel, packGrants: grantRows.rows || [] };
});
if (result.alreadyProcessed) {
console.log(`Payment ${paymentId} already confirmed (atomic check), skipping duplicate`);
return { success: false, alreadyProcessed: true, reason: 'Payment already processed' };
}
const entitlements = Entitlements.snapshotForUser({
id: userId,
credits: result.newBalance,
total_credits_purchased: result.totalCreditsPurchased,
premium_level: result.premiumLevel
}, result.packGrants);
console.log(`Product payment confirmed: ${productId} (+${creditsToAdd} credits) for user ${userId}, new balance: ${result.newBalance}`);
return {
success: true,
creditsAdded: creditsToAdd,
newBalance: result.newBalance,
totalCreditsPurchased: result.totalCreditsPurchased,
grantsApplied: grantJson,
entitlements
};
} catch (error) {
const normalized = normalizeError(error, 'Failed to process product payment confirmation');
console.error('Error processing product payment:', normalized.message);
return {
success: false,
reason: normalized.safeMessage
};
}
}
async processCreditsPackageConfirmation(socketId, paymentId, packageInfo = null, receivedAmount = null) {
return this.processProductPaymentConfirmation(socketId, paymentId, packageInfo, receivedAmount);
}
/**
* Record a direct/single_game entry as "buy 1 credit and immediately spend it on this game":
* the balance nets to zero but total_credits_purchased advances, so a direct payment unlocks the
* SAME tier/threshold cosmetics as buying credits (the first step of unifying everything to
* credits). Idempotent by the caller — the single_game confirmation runs once per payment via
* its status='pending' -> 'confirmed' guard. Returns { totalCreditsPurchased, balance,
* entitlements } or null.
*/
async recordDirectEntryPurchase(socketId) {
try {
const user = await this.getOrCreateUser(socketId, { create: false });
if (!user || user.id == null) return null;
let totalCreditsPurchased = 0;
let balance = 0;
let premiumLevel = null;
await this.db.withTransaction(async (client) => {
const upd = await client.query(
`UPDATE users
SET total_credits_purchased = COALESCE(total_credits_purchased, 0) + 1
WHERE id = $1
RETURNING total_credits_purchased, credits, premium_level`,
[user.id]
);
if (!upd.rows.length) return;
totalCreditsPurchased = Number(upd.rows[0].total_credits_purchased || 0);
balance = Number(upd.rows[0].credits || 0);
premiumLevel = upd.rows[0].premium_level || null;
// Audit trail: bought 1 credit + spent it on this game (net 0 balance).
await client.query(
`INSERT INTO credit_transactions (user_id, amount, reason, balance_after, transaction_type)
VALUES ($1, 1, 'direct_entry', $2, 'purchase'),
($1, -1, 'game_entry', $2, 'spend')`,
[user.id, balance]
);
});
let packGrants = [];
try {
const g = await this.db.query(
`SELECT pack_id, source, granted_at, expires_at FROM user_pack_entitlements
WHERE user_id = $1 AND (expires_at IS NULL OR expires_at > NOW())`,
[user.id]
);
packGrants = g.rows || [];
} catch (_) { packGrants = []; }
const entitlements = Entitlements.snapshotForUser({
id: user.id,
credits: balance,
total_credits_purchased: totalCreditsPurchased,
premium_level: premiumLevel
}, packGrants);
return { totalCreditsPurchased, balance, entitlements };
} catch (err) {
const normalized = normalizeError(err, 'Failed to record direct entry purchase');
console.error('❌ recordDirectEntryPurchase error:', normalized.message);
return null;
}
}
async _findReusablePayment(userId, paymentType, productId = null) {
if (!userId) return null;
const result = await this.db.query(`
SELECT id, subaddress, expected_amount, payment_type, status, created_at, expires_at, description, product_id, product_grants
FROM payments
WHERE user_id = $1
AND payment_type = $2
AND ($3::text IS NULL OR product_id = $3)
AND status = 'pending'
AND (expires_at IS NULL OR expires_at > NOW())
ORDER BY created_at DESC
LIMIT 1
`, [userId, paymentType, productId || null]);
return result.rows[0] || null;
}
/**
* Convert package info to JSON-safe format (BigInt price -> Number)
*/
_serializePackageInfo(packageInfo) {
if (!packageInfo) return null;
return {
...packageInfo,
price: typeof packageInfo.price === 'bigint' ? Number(packageInfo.price) : packageInfo.price,
grants: ProductGrants.publicGrantSummary(ProductGrants.normalizeProductGrants(packageInfo, {
credits: Number(packageInfo.credits || 0) + Number(packageInfo.bonus || 0)
}))
};
}
_mapPaymentRowToRequest(row, paymentType, packageInfo) {
if (!row) return null;
const amount = Number(row.expected_amount);
return {
id: row.id,
address: row.subaddress,
amount,
amountFormatted: this.formatAtomicHuman(amount, 4),
currency: this.cryptoType,
expiresAt: row.expires_at,
paymentType,
description: row.description,
productId: row.product_id || null,
grants: row.product_grants || null,
package: this._serializePackageInfo(packageInfo),
reused: true
};
}
logConfiguration(context = 'initialized') {
console.log(`🎮 Game Mode Manager ${context}: ${this.gameMode} mode`);
console.log(`💰 Currency: ${this.cryptoType} (decimals: ${this.currencyDecimals})`);
console.log(`💵 Single game price: ${this.singleGamePrice} atomic units (~${this.formatAtomic(this.singleGamePrice)} ${this.cryptoType})`);
console.log(`💵 Credits payout base: ${this.creditsPayoutBaseValue} atomic units (~${this.formatAtomic(this.creditsPayoutBaseValue)} ${this.cryptoType})`);
console.log(`🎫 Credits package price: ${this.creditsPackagePrice} atomic units (~${this.formatAtomic(this.creditsPackagePrice)} ${this.cryptoType})`);
console.log(`🎯 Credits per game cost: ${this.creditsPerGameCost}`);
console.log(`🧮 Payout multipliers - direct: ${JSON.stringify(this.directPayoutMultipliers)}, credits: ${JSON.stringify(this.creditPayoutMultipliers)}`);
console.log(`🔁 Mode availability - direct: ${this.directModeEnabled}, credits: ${this.creditsModeEnabled}, preferCreditsFirst: ${this.preferCreditsFirst}`);
if (this.creditsPayoutEnabled) {
console.log(`🎁 Credits payout mode ENABLED - base value: ${this.creditsPayoutBaseValue} atomic (~${this.formatAtomic(this.creditsPayoutBaseValue)} ${this.cryptoType})`);
}
console.log(`⚙️ Payments enabled: ${this.paymentsEnabled}`);
}
/**
* Get effective game mode for a specific user, considering:
* - Whether both modes are enabled (mixed mode)
* - User's credit balance
* - preferCreditsFirst setting
* @param {object} user - User object with credits field
* @returns {object} { mode, canUseCredits, canUseDirect, hasCredits, creditsBalance }
*/
getEffectiveModeForUser(user) {
const hasCredits = (user?.credits || 0) >= this.creditsPerGameCost;
const bothModesEnabled = this.directModeEnabled && this.creditsModeEnabled;
// Determine available options
const canUseCredits = this.creditsModeEnabled && hasCredits;
const canUseDirect = this.directModeEnabled;
// Determine effective mode
let effectiveMode;
if (!this.paymentsEnabled) {
effectiveMode = 'FREE';
} else if (bothModesEnabled) {
// Mixed mode: prefer based on config and availability
if (this.preferCreditsFirst && hasCredits) {
effectiveMode = 'PAID_CREDITS';
} else if (hasCredits) {
effectiveMode = 'PAID_CREDITS'; // Has credits, can use them
} else {
effectiveMode = 'PAID_SINGLE'; // No credits, must pay
}
} else if (this.creditsModeEnabled) {
effectiveMode = 'PAID_CREDITS';
} else if (this.directModeEnabled) {
effectiveMode = 'PAID_SINGLE';
} else {
effectiveMode = 'FREE';
}
return {
mode: effectiveMode,
canUseCredits,
canUseDirect,
hasCredits,
creditsBalance: user?.credits || 0,
creditsRequired: this.creditsPerGameCost,
bothModesEnabled,
preferCreditsFirst: this.preferCreditsFirst,
creditsPayoutsEnabled: this.creditsPayoutEnabled,
directPayoutsEnabled: this.directPayoutEnabled && this.directPayoutMultipliers.escape > 0
};
}
/**
* Get available payment options for a user
* @param {string} socketId - Socket ID
* @returns {object} Available options for the user
*/
async getPaymentOptionsForUser(socketId) {
try {
const user = await this.getOrCreateUser(socketId);
const effective = this.getEffectiveModeForUser(user);
const options = [];
// Free play (Pleb board, no payout) — offered alongside paid options when enabled.
if (this.freePlayEnabled && this.paymentsEnabled) {
options.push({
type: 'play_free',
label: 'Play Free (Pleb leaderboard)',
mode: 'FREE',
cost: 0,
costDisplay: 'Free',
payoutEligible: false,
recommended: false
});
}
if (effective.canUseCredits) {
options.push({
type: 'use_credit',
label: `Use 1 Credit (${effective.creditsBalance} available)`,
mode: 'PAID_CREDITS',
cost: 0,
costDisplay: '1 credit',
payoutEligible: effective.creditsPayoutsEnabled,
recommended: effective.preferCreditsFirst
});
}
if (effective.canUseDirect) {
options.push({
type: 'pay_direct',
label: `Pay ${this.formatAtomicHuman(this.singleGamePrice, 2)} ${this.cryptoType}`,
mode: 'PAID_SINGLE',
cost: this.singleGamePrice,
costDisplay: `${this.formatAtomicHuman(this.singleGamePrice, 2)} ${this.cryptoType}`,
payoutEligible: effective.directPayoutsEnabled,
recommended: !effective.preferCreditsFirst || !effective.hasCredits
});
}
if (this.creditsModeEnabled) {
const pkg = this.getPrimaryCreditPackage();
options.push({
type: 'buy_credits',
label: `Buy ${pkg.credits} Credits`,
mode: 'PURCHASE',
cost: Number(pkg.price),
costDisplay: `${this.formatAtomicHuman(pkg.price, 2)} ${this.cryptoType}`,
credits: pkg.credits + (pkg.bonus || 0),
payoutEligible: false,
recommended: false
});
}
return {
user: {
credits: effective.creditsBalance,
hasPayoutAddress: !!user.payout_address
},
effective,
options
};
} catch (error) {
const normalized = normalizeError(error, 'Failed to get payment options');
console.error('❌ Error getting payment options:', normalized.message);
return {
user: { credits: 0, hasPayoutAddress: false },
effective: { mode: 'FREE' },
options: []
};
}
}
/**
* Check if user can start a game
*/
async canUserStartGame(socketId) {
try {
const user = await this.getOrCreateUser(socketId);
const effective = this.getEffectiveModeForUser(user);
// FREE mode or payments disabled
if (effective.mode === 'FREE') {
return { allowed: true, reason: 'Free mode' };
}
// Mixed mode: check if user can play with credits OR has confirmed payment
if (effective.bothModesEnabled) {
// Option 1: User has credits
if (effective.hasCredits) {
return {
allowed: true,
reason: `${effective.creditsBalance} credits available`,
useCredits: true,
creditsRequired: this.creditsPerGameCost,
balance: effective.creditsBalance,
effectiveMode: 'PAID_CREDITS'
};
}
// Option 2: User has confirmed single_game payment
const pendingPayment = await this.db.query(`
SELECT * FROM payments
WHERE socket_id = $1 AND status = 'confirmed'
AND payment_type = 'single_game'
AND NOT EXISTS (
SELECT 1 FROM games
WHERE games.payment_id = payments.id
)
ORDER BY confirmed_at DESC
LIMIT 1
`, [socketId]);
if (pendingPayment.rows.length > 0) {
return {
allowed: true,
reason: 'Payment confirmed',
paymentId: pendingPayment.rows[0].id,
effectiveMode: 'PAID_SINGLE'
};
}
// Neither credits nor payment available
return {
allowed: false,
reason: 'Payment or credits required',
action: 'choose_payment',
options: await this.getPaymentOptionsForUser(socketId)
};
}
// Single mode logic (backwards compatible)
switch (effective.mode) {
case 'PAID_CREDITS':
if (effective.hasCredits) {
return {
allowed: true,
reason: `${effective.creditsBalance} credits remaining`,
creditsRequired: this.creditsPerGameCost,
effectiveMode: 'PAID_CREDITS'
};
}
return {
allowed: false,
reason: 'Insufficient credits',
action: 'purchase_credits',
creditsRequired: this.creditsPerGameCost,
balance: effective.creditsBalance
};
case 'PAID_SINGLE':
const payment = await this.db.query(`
SELECT * FROM payments
WHERE socket_id = $1 AND status = 'confirmed'
AND payment_type = 'single_game'
AND NOT EXISTS (
SELECT 1 FROM games
WHERE games.payment_id = payments.id
)
ORDER BY confirmed_at DESC
LIMIT 1
`, [socketId]);
if (payment.rows.length > 0) {
return {
allowed: true,
reason: 'Payment confirmed',
paymentId: payment.rows[0].id,
effectiveMode: 'PAID_SINGLE'
};
}
return {
allowed: false,
reason: 'Payment required',
action: 'make_payment'
};
default:
return { allowed: false, reason: 'Invalid game mode' };
}
} catch (error) {
const normalized = normalizeError(error, 'Unable to verify game eligibility');
console.error('❌ Error checking user game eligibility:', normalized.message);
return { allowed: false, reason: normalized.safeMessage };
}
}
/**
* Process game start (deduct credits or link payment).
*
* C7: `options` is the optional trailing opts bag and may carry a `clientSeed`. The
* dungeon's effective RNG seed is derived at game CREATION via
* provablyFair.deriveSeed(serverSeed, clientSeed); this start entry point accepts and
* forwards the (already-validated) client seed so the flow stays in sync and the value
* is surfaced on the start result. Non-breaking: clientSeed is optional (defaults to '').
*/
async processGameStart(socketId, gameId, options = {}) {
const clientSeed = typeof options.clientSeed === 'string' ? options.clientSeed : '';
const result = await this._dispatchGameStart(socketId, gameId, options);
if (result && typeof result === 'object' && clientSeed && result.clientSeed === undefined) {
result.clientSeed = clientSeed;
}
return result;
}
async _dispatchGameStart(socketId, gameId, options = {}) {
try {
const user = await this.getOrCreateUser(socketId);
// The player explicitly chose FREE play (even on an instance that also sells
// credits/entry). Record this game as FREE so it lands on the Pleb leaderboard,
// with no payment and no payout.
if (options.forceFree) {
return await this._processGameStartFree(user, gameId);
}
const effective = this.getEffectiveModeForUser(user);
// FREE mode (instance is free-only)
if (effective.mode === 'FREE') {
return { success: true, effectiveMode: 'FREE' };
}
// Mixed mode: determine which method to use
if (effective.bothModesEnabled) {
// Prefer credits if available and preferCreditsFirst is true
if (effective.hasCredits && this.preferCreditsFirst) {
return await this._processGameStartWithCredits(user, socketId, gameId);
}
// Check for confirmed direct payment
const payment = await this.db.query(`
SELECT * FROM payments
WHERE socket_id = $1 AND status = 'confirmed'
AND payment_type = 'single_game'
AND NOT EXISTS (
SELECT 1 FROM games
WHERE games.payment_id = payments.id
)
ORDER BY confirmed_at DESC
LIMIT 1
`, [socketId]);
if (payment.rows.length > 0) {
return await this._processGameStartWithPayment(user, payment.rows[0], gameId);
}
// Fall back to credits if available
if (effective.hasCredits) {
return await this._processGameStartWithCredits(user, socketId, gameId);
}
return { success: false, reason: 'No valid payment or credits found' };
}
// Single mode logic
switch (effective.mode) {
case 'PAID_CREDITS':
return await this._processGameStartWithCredits(user, socketId, gameId);
case 'PAID_SINGLE':
const payment = await this.db.query(`
SELECT * FROM payments
WHERE socket_id = $1 AND status = 'confirmed'
AND payment_type = 'single_game'
AND NOT EXISTS (
SELECT 1 FROM games
WHERE games.payment_id = payments.id
)
ORDER BY confirmed_at DESC
LIMIT 1
`, [socketId]);
if (payment.rows.length === 0) {
return { success: false, reason: 'No valid payment found' };
}
return await this._processGameStartWithPayment(user, payment.rows[0], gameId);
default:
return { success: false, reason: 'Invalid game mode' };
}
} catch (error) {
const normalized = normalizeError(error, 'Failed to process game start');
console.error('❌ Error processing game start:', normalized.message);
return { success: false, reason: normalized.safeMessage };
}
}
/**
* Compute the payout terms to snapshot on a game at start, so an admin changing
* config mid-game can't alter an in-flight game's payout. Returns atomic amounts as
* strings (for the BIGINT columns) plus the multipliers for the audit trail.
*/
_computePayoutSnapshot(mode) {
const escape = this.calculatePayout(mode, { treasureFound: false });
const treasure = this.calculatePayout(mode, { treasureFound: true });
return {
escapeAmount: String(escape.amount),
treasureAmount: String(treasure.amount),
escapeMult: escape.multiplier,
treasureMult: treasure.multiplier
};
}
/**
* Start a game the player explicitly chose to play for FREE. Records game_mode='FREE'
* on the game (overriding the instance default, so it goes to the Pleb leaderboard) and
* counts the game. No payment, no payout.
*/
async _processGameStartFree(user, gameId) {
await this.db.withTransaction(async (client) => {
await client.query(`UPDATE games SET game_mode = 'FREE' WHERE dungeon_seed = $1`, [gameId]);
await client.query(`
UPDATE users SET total_games_played = total_games_played + 1, updated_at = NOW() WHERE id = $1
`, [user.id]);
});
return { success: true, effectiveMode: 'FREE' };
}
async _processGameStartWithCredits(user, socketId, gameId) {
const creditsToSpend = this.creditsPerGameCost;
const snap = this._computePayoutSnapshot('PAID_CREDITS');
const result = await this.db.withTransaction(async (client) => {
// Conditional update prevents credits going negative
const updateRes = await client.query(`
UPDATE users
SET credits = credits - $1,
total_games_played = total_games_played + 1,
updated_at = NOW()
WHERE id = $2 AND credits >= $1
RETURNING credits, total_credits_purchased
`, [creditsToSpend, user.id]);
if (updateRes.rows.length === 0) {
return { insufficient: true };
}
const remainingCredits = updateRes.rows[0].credits;
const totalCreditsPurchased = updateRes.rows[0].total_credits_purchased || user.total_credits_purchased || 0;
await client.query(`
UPDATE games SET game_mode = 'PAID_CREDITS', payout_address = $2,
payout_escape_amount = $3, payout_treasure_amount = $4,
payout_escape_mult = $5, payout_treasure_mult = $6
WHERE dungeon_seed = $1
`, [gameId, user.payout_address || null, snap.escapeAmount, snap.treasureAmount, snap.escapeMult, snap.treasureMult]);
await client.query(`
INSERT INTO credit_transactions (user_id, amount, reason, balance_after, transaction_type)
VALUES ($1, $2, 'game_entry', $3, 'spend')
`, [user.id, -creditsToSpend, remainingCredits]);
return { remainingCredits, totalCreditsPurchased };
});
if (result.insufficient) {
return {
success: false,
reason: 'Insufficient credits',
creditsRequired: creditsToSpend,
creditsAvailable: user.credits
};
}
console.log(`Deducted ${creditsToSpend} credit(s) from user ${user.id}, ${result.remainingCredits} remaining`);
return {
success: true,
creditsRemaining: result.remainingCredits,
totalCreditsPurchased: result.totalCreditsPurchased,
creditsSpent: creditsToSpend,
effectiveMode: 'PAID_CREDITS'
};
}
async _processGameStartWithPayment(user, payment, gameId) {
const snap = this._computePayoutSnapshot('PAID_SINGLE');
// M3: claiming a confirmed single_game payment must be atomic. Re-verify the payment
// is still unclaimed and lock it FOR UPDATE inside the transaction, so two concurrent
// starts can't both consume the same payment. The unique index on games.payment_id
// (migration 023) is the final backstop; a 23505 there is treated as "already consumed".
try {
const result = await this.db.withTransaction(async (client) => {
const claim = await client.query(`
SELECT id FROM payments
WHERE id = $1 AND status = 'confirmed' AND payment_type = 'single_game'
AND NOT EXISTS (SELECT 1 FROM games WHERE games.payment_id = payments.id)
FOR UPDATE
`, [payment.id]);
if (claim.rows.length === 0) {
// Locked+re-checked: a concurrent start already linked this payment (or it is
// no longer claimable). Abort WITHOUT linking or creating a duplicate game.
return { alreadyConsumed: true };
}
await client.query(`
UPDATE games
SET payment_id = $1, game_mode = 'PAID_SINGLE', payout_address = $3,
payout_escape_amount = $4, payout_treasure_amount = $5,
payout_escape_mult = $6, payout_treasure_mult = $7
WHERE dungeon_seed = $2
`, [payment.id, gameId, user.payout_address || null, snap.escapeAmount, snap.treasureAmount, snap.escapeMult, snap.treasureMult]);
await client.query(`
UPDATE users
SET total_games_played = total_games_played + 1,
updated_at = NOW()
WHERE id = $1
`, [user.id]);
return { linked: true };
});
if (result.alreadyConsumed) {
console.warn(`⚠️ Payment ${payment.id} already consumed by a concurrent start; aborting duplicate for game ${gameId}.`);
return { success: false, reason: 'Payment already consumed', alreadyConsumed: true };
}
console.log(`Linked game ${gameId} to payment ${payment.id}`);
return {
success: true,
paymentId: payment.id,
effectiveMode: 'PAID_SINGLE'
};
} catch (error) {
// 23505 = unique_violation on games.payment_id: a concurrent start linked this
// payment first. Treat as already-consumed, never an uncaught throw / duplicate.
if (error && error.code === '23505') {
console.warn(`⚠️ payment_id unique violation linking game ${gameId} to payment ${payment.id}; treating as already consumed.`);
return { success: false, reason: 'Payment already consumed', alreadyConsumed: true };
}
throw error;
}
}
// processGameCompletion() removed — dead code, never called.
// Only completeGame() (below) is used for game completion/payouts.
/**
* Create payment request
*/
async createPaymentRequest(socketId, paymentType, options = {}) {
try {
// Prefer session-resolved userId (stable across reconnects) over socket_id lookup
let user;
if (options.userId) {
const result = await this.db.query('SELECT * FROM users WHERE id = $1', [options.userId]);
user = result.rows[0] || await this.getOrCreateUser(socketId);
} else {
user = await this.getOrCreateUser(socketId);
}
const reuseExisting = options.reuseExisting !== false;
const requestedPackageId = options.packageId;
let amount;
let description;
let packageInfo = null;
let productId = null;
let productGrants = ProductGrants.normalizeProductGrants({}, { credits: 0 });
switch (paymentType) {
case 'single_game': {
amount = this.singleGamePrice;
description = `${this.gameName} single game entry (${this.currencyLabel})`;
productId = 'single_game';
break;
}
case 'credits_package': {
// Find the requested package, or fall back to primary
const packages = this.configSnapshot?.modes?.credits?.packages || [];
let selectedPackage = null;
if (requestedPackageId && packages.length > 0) {
selectedPackage = packages.find(p => p.id === requestedPackageId);
}
// Fall back to first package if not found
if (!selectedPackage) {
selectedPackage = this.getPrimaryCreditPackage();
}
const packagePrice = selectedPackage?.price ?? this.creditsPackagePrice;
amount = typeof packagePrice === 'bigint' ? Number(packagePrice) : Number(packagePrice);
packageInfo = selectedPackage;
productId = selectedPackage?.id || 'credits_package';
const creditCount = selectedPackage?.credits ?? 10;
const bonusCredits = selectedPackage?.bonus ?? 0;
productGrants = ProductGrants.normalizeProductGrants(selectedPackage, {
credits: Number(creditCount) + Number(bonusCredits || 0)
});
const bonusText = bonusCredits > 0 ? ` (+${bonusCredits} bonus)` : '';
description = `${this.gameName} ${creditCount}${bonusText} credits package (${this.currencyLabel})`;
break;
}
case 'cosmetic_pack': {
const product = this.getCosmeticProduct(options.productId || options.packageId);
if (!product) {
throw new ValidationError('Unknown cosmetic product requested', {
safeMessage: 'Unsupported product requested.'
});
}
const price = product.price ?? 0;
amount = typeof price === 'bigint' ? Number(price) : Number(price);
packageInfo = product;
productId = product.id;
productGrants = ProductGrants.normalizeProductGrants(product, { credits: 0 });
description = `${this.gameName} ${product.label || product.id} (${this.currencyLabel})`;
break;
}
default:
throw new ValidationError(`Invalid payment type requested: ${paymentType}`, {
safeMessage: 'Unsupported payment type requested.'
});
}
if (reuseExisting) {
const existingRow = await this._findReusablePayment(user.id, paymentType, productId);
if (existingRow) {
const existing = this._mapPaymentRowToRequest(existingRow, paymentType, packageInfo);
if (existing && !existing.description) {
existing.description = description;
}
return existing;
}
}
// Expire any stale pending payments for this user before creating a new one.
// A user should only have one active pending payment at a time.
const expiredResult = await this.db.query(`
UPDATE payments SET status = 'expired'
WHERE user_id = $1 AND status = 'pending'
RETURNING subaddress
`, [user.id]);
const expiredAddresses = expiredResult.rows.map(r => r.subaddress);
// Create the payment request through the routed provider. The native provider (default
// for every chain when no gateway env is set) delegates to walletService.createPaymentRequest,
// so this is byte-for-byte the legacy path for the shipped single-chain config — same
// subaddress, same walletService monitoring maps. A BTCPay/xmrcheckout/wowcheckout gateway
// takes over only when the operator routes this.cryptoType to it.
const provider = this.paymentProviders && this.paymentProviders.getProvider(this.cryptoType);
let paymentResult;
if (provider) {
const invoice = await provider.createInvoice({
chain: this.cryptoType,
amountAtomic: amount,
description,
userId: user.id,
orderId: socketId
});
paymentResult = {
address: invoice.address,
addressIndex: invoice.addressIndex ?? (invoice.raw && invoice.raw.addressIndex) ?? null,
expiresAt: invoice.expiresAt,
invoiceId: invoice.invoiceId || invoice.address
};
} else {
// Defensive fallback: registry somehow empty -> exact legacy call.
paymentResult = await this.walletService.createPaymentRequest(amount, description, user.id, socketId);
}
const expiresAt = paymentResult.expiresAt || new Date(Date.now() + 30 * 60 * 1000);
// Store payment info in database (address_index enables monitoring restoration after restart)
const insertResult = await this.db.query(`
INSERT INTO payments (user_id, socket_id, subaddress, expected_amount, payment_type, status, description, created_at, expires_at, address_index, product_id, product_grants)
VALUES ($1, $2, $3, $4, $5, 'pending', $6, NOW(), $7, $8, $9, $10::jsonb)
RETURNING id, expires_at
`, [
user.id,
socketId,
paymentResult.address,
amount,
paymentType,
description,
expiresAt,
paymentResult.addressIndex ?? null,
productId,
JSON.stringify(ProductGrants.serializeProductGrants(productGrants))
]);
const insertedRow = insertResult.rows[0];
return {
id: insertedRow?.id,
address: paymentResult.address,
invoiceId: paymentResult.invoiceId || paymentResult.address,
amount: amount,
amountFormatted: this.formatAtomicHuman(amount, 4),
currency: this.cryptoType,
expiresAt: insertedRow?.expires_at || expiresAt,
package: this._serializePackageInfo(packageInfo),
paymentType,
productId,
grants: ProductGrants.publicGrantSummary(productGrants),
description,
reused: false,
expiredAddresses
};
} catch (error) {
const normalized = normalizeError(error, 'Failed to create payment request');
console.error('❌ Error creating payment request:', normalized.message);
throw normalized;
}
}
/**
* Get or create user record
*/
/**
* Resolve the database user for a socket.
*
* IDENTITY (Phase 2.1): The stable identity is `users.id`, established from the
* client's `anon_token` by SessionManager at connection time. This method resolves
* through that session identity FIRST, so every money/credit/payout path operates on
* the same stable row. It only falls back to the legacy `socket_id` lookup-or-create
* when no session exists (e.g. SessionManager not wired, or a REST call for a socket
* with no live session) — `socket_id` is mutable and non-unique and must never be the
* primary money key.
*/
async getOrCreateUser(socketId, { create = true } = {}) {
try {
// 1. Prefer the stable identity established by SessionManager (anon_token -> id).
if (this.sessionManager && typeof this.sessionManager.getBySocket === 'function') {
try {
const sessionUser = await this.sessionManager.getBySocket(socketId);
if (sessionUser && sessionUser.id != null) {
// Return a FRESH row by stable id (the cached session row may be stale).
const fresh = await this.db.query(`SELECT * FROM users WHERE id = $1`, [sessionUser.id]);
if (fresh.rows.length > 0) {
await this.db.query(`UPDATE users SET last_active = NOW() WHERE id = $1`, [fresh.rows[0].id]);
return fresh.rows[0];
}
}
} catch (sessErr) {
// Fall through to legacy resolution on any session-lookup error.
}
}
// 2. Legacy fallback: look up by socket_id.
let userResult = await this.db.query(`
SELECT * FROM users WHERE socket_id = $1
`, [socketId]);
if (userResult.rows.length > 0) {
await this.db.query(`
UPDATE users
SET last_active = NOW()
WHERE id = $1
`, [userResult.rows[0].id]);
return userResult.rows[0];
}
// Read-only callers (REST reads) pass { create: false }: never mint an orphan
// row for a socket that has no user yet — return null and let them 404/handle it.
if (!create) {
return null;
}
// 3. Last resort: create a new user. This only fires when no session was
// established for the socket (abnormal in normal flow, since every connection
// creates a session) — log it so orphan-row creation is visible.
userResult = await this.db.query(`
INSERT INTO users (socket_id, ip_address)
VALUES ($1, $2)
RETURNING *
`, [socketId, null]);
console.warn(`👤 Created new user without a session (socket ${socketId}) — no anon_token identity resolved.`);
return userResult.rows[0];
} catch (error) {
const normalized = normalizeError(error, 'Failed to load user');
console.error('❌ Error getting/creating user:', normalized.message);
throw normalized;
}
}
/**
* Set user payout address
*/
async setUserPayoutAddress(socketId, payoutAddress) {
try {
const user = await this.getOrCreateUser(socketId);
await this.db.query(`
UPDATE users
SET payout_address = $1,
updated_at = NOW()
WHERE id = $2
`, [payoutAddress, user.id]);
console.log(`💰 Set payout address for user ${user.id}: ${payoutAddress}`);
// Reconcile any claimable match winnings this user earned with no address on file.
// A match winner without a payout address is recorded as a durable 'needs_review'
// liability (reason 'match_winner_no_address', sentinel address 'PENDING_NO_ADDRESS');
// now that a real address exists, convert those to sendable 'pending' payouts and kick
// the batcher. The reason filter is deliberately narrow so this NEVER touches the
// ambiguous-broadcast 'needs_review' rows from the single-payout path (which have a real
// address and a different reason) — converting those could double-pay.
if (typeof payoutAddress === 'string' && payoutAddress.trim().length > 0) {
try {
const reconciled = await this.db.query(`
UPDATE payouts
SET payout_address = $1, status = 'pending', last_error = NULL
WHERE user_id = $2
AND status = 'needs_review'
AND reason = 'match_winner_no_address'
AND payout_address = 'PENDING_NO_ADDRESS'
RETURNING id
`, [payoutAddress.trim(), user.id]);
if (reconciled.rowCount > 0) {
console.log(`💰 Reconciled ${reconciled.rowCount} claimable match payout(s) for user ${user.id} now that an address is set`);
if (typeof this._scheduleBatchPayout === 'function') this._scheduleBatchPayout();
}
} catch (reconErr) {
// Never let reconciliation failure break address-setting.
const n = normalizeError(reconErr, 'Failed to reconcile claimable match payouts');
console.error('⚠️ Payout reconciliation error (address still saved):', n.message);
}
}
return true;
} catch (error) {
const normalized = normalizeError(error, 'Failed to update payout address');
console.error('❌ Error setting payout address:', normalized.message);
return false;
}
}
/**
* Get user statistics
*/
async getUserStats(socketId) {
try {
const result = await this.db.query(`
SELECT * FROM get_user_stats($1)
`, [socketId]);
if (result.rows.length > 0) {
return result.rows[0];
}
return {
total_games: 0,
games_won: 0,
win_rate: 0,
total_paid: 0,
total_won: 0,
net_profit: 0,
credits_remaining: 0
};
} catch (error) {
const normalized = normalizeError(error, 'Failed to load user stats');
console.error('❌ Error getting user stats:', normalized.message);
return null;
}
}
/**
* Get game mode info for frontend
*/
getGameModeInfo() {
// Debug: Log credits payout base value being sent
console.log(`📤 getGameModeInfo: creditsPayoutBaseValue = ${this.creditsPayoutBaseValue} (${this.formatAtomic(this.creditsPayoutBaseValue)} ${this.cryptoType})`);
// Determine if we should show a testnet warning
// Only for XMR on stagenet/testnet - WOW only has mainnet
const showTestnetWarning = this.cryptoType === 'XMR' && this.isTestNetwork;
const testnetWarning = showTestnetWarning
? `⚠️ STAGENET MODE: This server is using ${this.network} XMR. Do NOT send real mainnet XMR! Only ${this.network} XMR will be accepted.`
: null;
// Serialize all credit packages (convert BigInt prices to Number)
const packages = this.configSnapshot?.modes?.credits?.packages || [];
const creditPackages = packages.map(pkg => ({
id: pkg.id,
label: pkg.label || pkg.id,
credits: pkg.credits,
price: typeof pkg.price === 'bigint' ? Number(pkg.price) : pkg.price,
bonus: pkg.bonus || 0,
grants: ProductGrants.publicGrantSummary(ProductGrants.normalizeProductGrants(pkg, {
credits: Number(pkg.credits || 0) + Number(pkg.bonus || 0)
})),
priceFormatted: this.formatAtomicHuman(
typeof pkg.price === 'bigint' ? Number(pkg.price) : pkg.price,
2
)
}));
const cosmeticProducts = this.getCosmeticProducts().map(product => ({
id: product.id,
label: product.label || product.id,
price: typeof product.price === 'bigint' ? Number(product.price) : product.price,
grants: ProductGrants.publicGrantSummary(ProductGrants.normalizeProductGrants(product, { credits: 0 })),
priceFormatted: this.formatAtomicHuman(
typeof product.price === 'bigint' ? Number(product.price) : product.price,
2
)
}));
return {
mode: this.gameMode,
freePlayEnabled: !!this.freePlayEnabled, // players may choose free play even on a paid instance
cryptoType: this.cryptoType,
currencyLabel: this.currencyLabel, // sXMR on stagenet, XMR on mainnet, WOW for Wownero
gameName: this.gameName, // Monerogue / Wownerogue
network: this.network,
isTestNetwork: this.isTestNetwork,
testnetWarning: testnetWarning,
singleGamePrice: this.singleGamePrice,
singleGamePriceFormatted: this.formatAtomicHuman(this.singleGamePrice, 2),
creditsPackagePrice: this.creditsPackagePrice,
creditsPerGame: this.creditsPerGameCost,
creditPackages: creditPackages,
cosmeticProducts: cosmeticProducts,
creditsPayoutBaseValue: this.creditsPayoutBaseValue,
paymentsEnabled: this.paymentsEnabled,
freePlayEnabled: this.freePlayEnabled,
directModeEnabled: this.directModeEnabled,
creditsModeEnabled: this.creditsModeEnabled,
directPayoutsEnabled: this.directPayoutEnabled && this.directPayoutMultipliers.escape > 0,
creditsPayoutsEnabled: this.creditsPayoutEnabled,
payoutMultipliers: {
direct: this.directPayoutMultipliers,
credits: this.creditPayoutMultipliers
},
features: {
paymentRequired: this.paymentsEnabled,
creditsSystem: this.creditsModeEnabled,
payouts: this.directPayoutMultipliers.escape > 0 || this.creditPayoutMultipliers.escape > 0
},
earlyEntry: {
enabled: this.configSnapshot?.earlyEntry?.enabled ?? false,
allowInFreeMode: this.configSnapshot?.earlyEntry?.allowInFreeMode ?? false,
allowInCreditsMode: this.configSnapshot?.earlyEntry?.allowInCreditsMode ?? false
},
// Smirk wallet integration. Smirk only works on mainnet, so it is forced off on
// any test network (stagenet/testnet) regardless of SMIRK_ENABLED.
smirkEnabled: process.env.SMIRK_ENABLED !== 'false' && !this.isTestNetwork,
explorerTxUrl: process.env.EXPLORER_TX_URL || null,
// Which top-level modes this instance offers. Solo (the single-player dungeon) is
// on unless explicitly disabled; Tavern and Multiplayer are opt-in. The client uses
// this to show/hide entry points, so any single mode can run on its own.
modes: {
solo: process.env.SOLO_ENABLED !== 'false',
tavern: process.env.TAVERN_ENABLED === 'true',
multiplayer: process.env.MULTIPLAYER_ENABLED === 'true',
match: {
enabled: process.env.MATCH_ENABLED === 'true',
economies: this._getMatchEconomies(),
maxPlayers: parseInt(process.env.MATCH_MAX_PLAYERS, 10) || 4
}
}
};
}
/** Fire-and-forget operator alert (no-op when no alertService is wired). */
_alert(type, subject, html) {
if (this.alertService && typeof this.alertService.sendAlert === 'function') {
this.alertService.sendAlert(type, { subject, html }).catch(() => {});
}
}
/**
* Resolve the configured payout min/max (atomic BigInt) for a recorded game mode from
* the runtime config snapshot, or null when unavailable (older config / no snapshot).
*/
_payoutBoundsForMode(recordedPaymentMode) {
const rules = this.configSnapshot?.payouts?.rules;
if (!rules) return null;
const rule = recordedPaymentMode === 'PAID_CREDITS' ? rules.credits : rules.direct;
if (!rule) return null;
const toBigOrNull = (v) => {
if (v === undefined || v === null) return null;
try { return money.toBig(v); } catch { return null; }
};
return { min: toBigOrNull(rule.minPayout), max: toBigOrNull(rule.maxPayout) };
}
/**
* Complete a game (called from socket handlers when game ends)
* @param {string} socketId - Player's socket ID
* @param {string} gameId - Game UUID
* @param {boolean} won - Whether the player won (escaped)
* @param {boolean} treasureFound - Whether treasure was found
* @returns {object} payout / completion info
*/
async completeGame(socketId, gameId, won, treasureFound, metrics = {}) {
// For FREE mode we just return basic info
if (this.gameMode === 'FREE') {
return { success: true, mode: 'FREE', payout: null, score: metrics.score ?? null };
}
try {
// Retrieve the game record to get the actual payment_mode used at game start.
// M4/C4: match by dungeon_seed ALONE (the UUID is unique) — never by the mutable
// socket_id — and carry the stable users.id (games.user_id) so the paying user is
// resolved by identity, not by the socket that happened to finish the game.
let recordedPaymentMode = this.gameMode; // fallback to global
let gameDbId = null;
let gameUserId = null; // stable users.id carried on the game row
let lockedPayoutAddress = null; // address locked at game start
let payoutSnapshot = null; // payout terms snapshotted at game start
try {
const gameRecord = await this.db.query(`
SELECT id, user_id, game_mode, payout_address,
payout_escape_amount, payout_treasure_amount,
payout_escape_mult, payout_treasure_mult
FROM games
WHERE dungeon_seed = $1
LIMIT 1
`, [gameId]);
if (gameRecord.rows.length > 0) {
gameDbId = gameRecord.rows[0].id;
gameUserId = gameRecord.rows[0].user_id ?? null;
recordedPaymentMode = (gameRecord.rows[0].game_mode || this.gameMode).toUpperCase();
lockedPayoutAddress = gameRecord.rows[0].payout_address || null;
const r = gameRecord.rows[0];
if (r.payout_escape_amount != null || r.payout_treasure_amount != null) {
payoutSnapshot = {
escapeAmount: r.payout_escape_amount,
treasureAmount: r.payout_treasure_amount,
escapeMult: r.payout_escape_mult,
treasureMult: r.payout_treasure_mult
};
}
}
} catch (e) {
// Non-fatal, use fallback
if (process.env.NODE_ENV === 'development') {
console.warn('Game record lookup warning:', e.message);
}
}
// Update/record game completion in DB
try {
await this.db.query(`
UPDATE games SET status = $1, treasure_found = $2, moves_made = COALESCE($3, moves_made), duration_seconds = COALESCE($4, duration_seconds), completed_at = NOW()
WHERE dungeon_seed = $5
`, [
won ? 'won' : 'lost',
treasureFound,
metrics.moves ?? null,
metrics.durationSeconds ?? null,
gameId
]);
} catch (e) {
// Non-fatal if games table differs during early dev.
if (process.env.NODE_ENV === 'development') {
console.warn('Game completion update warning:', e.message);
}
}
// Handle payouts based on the actual recorded payment mode, not the current global
// setting. Each mode's payout is gated by its own enable flag, so a no-payout
// instance (DIRECT_PAYOUTS_ENABLED=false / CREDITS_PAYOUTS_ENABLED=false) never sends.
const payoutEligibleStartMode = (recordedPaymentMode === 'PAID_SINGLE' && this.directPayoutEnabled)
|| (recordedPaymentMode === 'PAID_CREDITS' && this.creditsPayoutEnabled);
if (payoutEligibleStartMode && won) {
// M4/C4: never insert a payout without a resolved game row — a null game_id
// would defeat the payouts dedup (game_id) guard and could double-pay.
if (!gameDbId) {
console.error(`❌ completeGame: no game row for dungeon_seed ${gameId}; refusing to insert a payout.`);
this._alert('payout_unresolved_game', '⚠️ Payout skipped — game row not found', `<p>completeGame could not resolve a games row for dungeon_seed <b>${gameId}</b> (socket ${socketId}). No payout was inserted.</p>`);
return { success: true, mode: recordedPaymentMode, payout: null, reason: 'Game row not resolved', score: metrics.score ?? null };
}
// Use the payout terms snapshotted at game start (so a mid-game config change
// can't alter an in-flight payout). Fall back to live calculation only for
// older games that predate the snapshot columns.
let payoutAmount;
let multiplier;
if (payoutSnapshot) {
payoutAmount = treasureFound ? payoutSnapshot.treasureAmount : payoutSnapshot.escapeAmount;
multiplier = treasureFound ? payoutSnapshot.treasureMult : payoutSnapshot.escapeMult;
} else {
const live = this.calculatePayout(recordedPaymentMode, { treasureFound });
payoutAmount = live.amount;
multiplier = live.multiplier;
}
// M5: clamp/validate the payout against the configured min/max for this mode.
// Over-max -> cap + alert (never send more than policy allows). Under-min ->
// skip entirely (dust not worth an on-chain fee). Bounds are atomic BigInt.
const bounds = this._payoutBoundsForMode(recordedPaymentMode);
if (bounds) {
let amtBig = null;
try { amtBig = money.toBig(payoutAmount); } catch { amtBig = null; }
if (amtBig !== null) {
if (bounds.max !== null && amtBig > bounds.max) {
console.warn(`⚠️ Payout ${amtBig} for game ${gameId} exceeds configured max ${bounds.max}; capping.`);
this._alert('payout_over_max', '⚠️ Payout capped at configured maximum', `<p>Computed payout <b>${amtBig}</b> for game <b>${gameId}</b> exceeded the configured max <b>${bounds.max}</b> and was capped. Mode: ${recordedPaymentMode}.</p>`);
amtBig = bounds.max;
payoutAmount = amtBig.toString();
}
if (bounds.min !== null && amtBig < bounds.min) {
console.log(`Payout ${amtBig} for game ${gameId} below configured min ${bounds.min}; skipping payout.`);
return { success: true, mode: recordedPaymentMode, payout: null, reason: 'Below minimum payout', score: metrics.score ?? null };
}
}
}
// Check if payout was already processed for this game (prevent duplicates)
const existingPayout = await this.db.query(`
SELECT id FROM payouts WHERE game_id = $1 AND status IN ('pending', 'processing', 'completed')
`, [gameDbId]);
if (existingPayout.rows.length > 0) {
console.log(`⚠️ Payout already exists for game ${gameId}, skipping duplicate`);
return { success: true, mode: recordedPaymentMode, payout: null, reason: 'Payout already processed', score: metrics.score ?? null };
}
// M4/C4: resolve the paying user by the STABLE users.id carried on the game
// row (games.user_id), never by the mutable socket that finished the game.
let userRow = null;
if (gameUserId != null) {
const userResult = await this.db.query(`SELECT * FROM users WHERE id = $1 LIMIT 1`, [gameUserId]);
userRow = userResult.rows[0] || null;
}
if (!userRow) {
console.error(`❌ completeGame: could not resolve paying user (game user_id=${gameUserId}) for game ${gameId}; refusing payout.`);
this._alert('payout_unresolved_user', '⚠️ Payout skipped — paying user not resolved', `<p>completeGame could not resolve the paying user (games.user_id=<b>${gameUserId}</b>) for game <b>${gameId}</b>. No payout was inserted.</p>`);
return { success: true, mode: recordedPaymentMode, payout: null, reason: 'Paying user not resolved', score: metrics.score ?? null };
}
// Use payout address locked at game start, fall back to the user's address
const payoutAddress = lockedPayoutAddress || userRow.payout_address;
if (userRow && payoutAddress) {
// Create pending payout record, then schedule batch processing.
// Multiple wins within 5 seconds are batched into one transfer_split call,
// saving outputs and preventing locked-output failures.
try {
const insertResult = await this.db.query(`
INSERT INTO payouts (user_id, game_id, payout_address, amount, multiplier, reason, status, created_at)
VALUES ($1, $2, $3, $4, $5, $6, 'pending', NOW())
RETURNING id
`, [
userRow.id,
gameDbId,
payoutAddress,
payoutAmount,
multiplier,
treasureFound ? 'escape_with_treasure' : 'escape'
]);
const payoutId = insertResult.rows[0].id;
// Schedule batch processing (5-second debounce collects concurrent wins)
this._scheduleBatchPayout();
return {
success: true,
mode: recordedPaymentMode,
payout: {
status: 'queued',
payoutId,
amount: payoutAmount,
multiplier,
treasure: treasureFound
},
score: metrics.score ?? null
};
} catch (payoutErr) {
const normalizedPayout = normalizeError(payoutErr, 'Failed to create payout record');
console.error('❌ Error creating payout record:', normalizedPayout.message);
return { success: true, mode: recordedPaymentMode, payout: null, payoutError: normalizedPayout.safeMessage, score: metrics.score ?? null };
}
}
return { success: true, mode: recordedPaymentMode, payout: null, reason: 'No payout address', score: metrics.score ?? null };
}
// Credits mode: decrement nothing here (already handled start). Optionally could award stats.
return { success: true, mode: recordedPaymentMode, payout: null, score: metrics.score ?? null };
} catch (err) {
const normalized = normalizeError(err, 'Failed to complete game');
console.error('❌ completeGame error:', normalized.message);
return { success: false, error: normalized.safeMessage };
}
}
// ---- Batch Payout Processing ----
/**
* Schedule batch payout processing with a short debounce.
* Multiple wins within the debounce window (5s) are batched into one transfer.
* Also called on new block events as a safety net.
*/
_scheduleBatchPayout() {
if (this._batchPayoutTimer) clearTimeout(this._batchPayoutTimer);
this._batchPayoutTimer = setTimeout(() => {
this._processPendingPayouts().catch(err => {
console.error('❌ Batch payout processing error:', err.message);
});
}, 5000);
}
/**
* Process all pending payouts that haven't been sent yet.
* Batches them into a single transfer_split call for efficiency.
* Called by debounce timer and on new block events.
*/
async _processPendingPayouts() {
// Prevent concurrent batch processing
if (this._isBatchProcessing) return;
this._isBatchProcessing = true;
try {
// Gather pending payouts inside a transaction with row-level locks.
// FOR UPDATE SKIP LOCKED prevents the retry service from grabbing the same rows.
const pending = await this.db.withTransaction(async (client) => {
const result = await client.query(`
SELECT id, user_id, game_id, payout_address, amount, multiplier, reason
FROM payouts
WHERE status = 'pending' AND tx_hash IS NULL
ORDER BY created_at ASC
FOR UPDATE SKIP LOCKED
`);
// Mark as 'processing' so retry service won't touch them even after this tx commits
if (result.rows.length > 0) {
const ids = result.rows.map(r => r.id);
await client.query(
`UPDATE payouts SET status = 'processing' WHERE id = ANY($1)`,
[ids]
);
}
return result;
});
if (pending.rows.length === 0) return;
// MONERO OUTPUT LOCKING: a spent output (incl. the change output) is locked for
// ~10 blocks. If we don't have enough UNLOCKED balance to cover this batch right
// now, DEFER it (revert to pending) instead of attempting a transfer that would
// fail — the next batch interval and every new-block tick re-check, so it sends as
// soon as outputs unlock. Batching already minimises how many change outputs we
// create; this handles the "all outputs currently locked" window.
try {
const totalNeeded = money.sum(pending.rows.map(p => p.amount)); // BigInt atomic
const bal = await this.walletService.getBalance();
// unlocked_balance arrives as a JS number from the RPC; coerce to integer BigInt.
const unlocked = (bal && !bal.error) ? BigInt(Math.round(Number(bal.unlocked_balance) || 0)) : null;
if (unlocked !== null && unlocked < totalNeeded) {
const ids = pending.rows.map(p => p.id);
await this.db.query(
`UPDATE payouts SET status = 'pending', last_error = $2, last_retry_at = NOW() WHERE id = ANY($1)`,
[ids, 'Deferred: insufficient unlocked balance (Monero outputs locked ~10 blocks)']
).catch(() => {});
console.warn(`⏳ Deferring ${pending.rows.length} payout(s): unlocked ${unlocked} < needed ${totalNeeded}. Outputs likely locked; will retry next block/interval.`);
return;
}
} catch (balErr) {
// If the balance check itself fails, fall through and let the transfer try.
console.error('Payout balance pre-check failed, proceeding:', balErr.message);
}
console.log(`📦 Processing batch of ${pending.rows.length} pending payout(s)`);
// Build destinations for transfer_split
const destinations = pending.rows.map(p => ({
amount: p.amount,
address: p.payout_address
}));
// Generate batch_id to link payouts processed together
const batchId = require('uuid').v4();
if (pending.rows.length === 1) {
// Single payout — use processPayout for simpler flow
const p = pending.rows[0];
try {
const result = await this.walletService.processPayout({
userId: p.user_id,
gameId: p.game_id,
address: p.payout_address,
amount: p.amount,
multiplier: p.multiplier
});
// Store tx_hash + status + user stats atomically in one transaction
await this.db.withTransaction(async (client) => {
await client.query(
`UPDATE payouts SET tx_hash = $1, fee = $2, batch_id = $3, status = 'completed', processed_at = NOW() WHERE id = $4`,
[result.txHash || null, result.fee || null, batchId, p.id]
);
await client.query(
`UPDATE users SET total_amount_won = total_amount_won + $1, total_payouts_received = COALESCE(total_payouts_received, 0) + 1 WHERE id = $2`,
[p.amount, p.user_id]
);
});
console.log(`💸 Single payout ${p.id} completed: ${result.txHash}`);
} catch (err) {
// Insufficient-unlocked-funds is a pre-broadcast error -> retry on the next
// batch run (revert to pending). ANY OTHER error is ambiguous: processPayout
// (transfer_split) may have broadcast on-chain even though the RPC response
// errored, and this row has a null tx_hash so the retry service's blockchain
// guard can't protect it — an auto-retry could DOUBLE-PAY. Mark 'needs_review'
// (retry service skips it) + alert, mirroring the batch path below.
const fundsIssue = isInsufficientFundsError(err.message);
const status = fundsIssue ? 'pending' : 'needs_review';
console.error(`❌ Single payout ${p.id} failed -> ${status}:`, err.message);
await this.db.query(
`UPDATE payouts SET status = $1, last_error = $2, last_retry_at = NOW() WHERE id = $3`,
[status, err.message, p.id]
).catch(() => {});
if (!fundsIssue && this.alertService && typeof this.alertService.sendAlert === 'function') {
this.alertService.sendAlert('single_payout_failed', {
subject: '⚠️ Payout failed — manual review required',
html: `<p>Single payout <b>${p.id}</b> failed and was marked <b>needs_review</b> to avoid a possible double-payout.</p>`
+ `<p>Amount: ${p.amount} → ${p.payout_address}</p><p>Error: ${err.message}</p>`
}).catch(() => {});
}
}
} else {
// Multiple payouts — batch via transfer_split with multiple destinations
const ids = pending.rows.map(p => p.id);
try {
const result = await this.walletService.processBatchPayout(destinations);
// transfer_split sends ONE on-chain tx to all destinations; every payout
// row in this batch legitimately shares that tx_hash (see migration 015).
const txHash = (result.tx_hash_list && result.tx_hash_list[0]) || null;
const feePerPayout = result.totalFee
? Math.ceil(result.totalFee / pending.rows.length)
: null;
// Mark the ENTIRE batch completed in a SINGLE transaction so we never
// leave some rows completed and others stranded mid-batch (which the old
// per-row loop did when the shared tx_hash hit the unique index).
await this.db.withTransaction(async (client) => {
await client.query(
`UPDATE payouts SET tx_hash = $1, fee = $2, batch_id = $3, status = 'completed', processed_at = NOW() WHERE id = ANY($4)`,
[txHash, feePerPayout, batchId, ids]
);
// Per-row stat increments inside the same transaction. Amounts are passed
// as DB values so Postgres does the BIGINT arithmetic (no JS float).
for (const p of pending.rows) {
await client.query(
`UPDATE users SET total_amount_won = total_amount_won + $1::bigint, total_payouts_received = COALESCE(total_payouts_received, 0) + 1 WHERE id = $2`,
[p.amount, p.user_id]
);
}
});
console.log(`💸 Batch payout completed: ${pending.rows.length} payouts in tx ${txHash}`);
} catch (err) {
// An insufficient-unlocked-funds error is raised BEFORE broadcast (no tx
// went out), so it's safe to retry: revert to 'pending' and let the next
// run send it once outputs unlock — no operator alert needed (transient).
//
// ANY OTHER error is ambiguous: transfer_split may have broadcast on-chain
// even though the RPC response errored. Those rows have no tx_hash, so the
// retry service's blockchain guard can't protect them and an auto-retry
// could DOUBLE-PAY. Mark 'needs_review' (retry service skips it) + alert.
const fundsIssue = isInsufficientFundsError(err.message);
const status = fundsIssue ? 'pending' : 'needs_review';
console.error(`❌ Batch payout failed (${pending.rows.length} payouts) -> ${status}:`, err.message);
await this.db.query(
`UPDATE payouts SET status = $1, last_error = $2, last_retry_at = NOW() WHERE id = ANY($3)`,
[status, String(err.message).slice(0, 500), ids]
).catch(() => {});
if (!fundsIssue && this.alertService && typeof this.alertService.sendAlert === 'function') {
this.alertService.sendAlert('batch_payout_failed', {
subject: '⚠️ Batch payout failed — manual review required',
html: `<p>A batch of ${pending.rows.length} payout(s) failed and was marked <b>needs_review</b> to avoid a possible double-payout.</p>`
+ `<p>Payout IDs: ${ids.join(', ')}</p><p>Error: ${err.message}</p>`
}).catch(() => {});
}
}
}
} catch (err) {
console.error('❌ _processPendingPayouts error:', err.message);
} finally {
this._isBatchProcessing = false;
}
}
}
module.exports = GameModeManager;