mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-18 06:41:27 +02:00
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.
368 lines
17 KiB
JavaScript
368 lines
17 KiB
JavaScript
/**
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* Input handlers for the Wowngeon game
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*/
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// Is a blocking dialog on screen?
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//
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// The document-level Enter shortcut submits a RANKED (paid-intent) entry, and it used to fire
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// regardless of what was on top — including while the entry-choice modal or the payment modal was
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// open. Since those modals advertise "ENTER ▸" on their own cards, one Enter silently submitted an
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// entry the player had not chosen, and the click that followed submitted a second one. Anything
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// that takes over the screen must swallow the shortcut.
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function modalIsOpen() {
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if (document.getElementById('entryChoiceOverlay')) return true;
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var overlays = document.querySelectorAll('.modal-overlay');
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for (var i = 0; i < overlays.length; i++) {
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if (!overlays[i].classList.contains('hidden')) return true;
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}
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var paymentUi = document.getElementById('payment-ui');
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if (paymentUi && paymentUi.offsetParent !== null) return true;
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return false;
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}
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// Enter inside any text field belongs to that field, not to the game.
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function typingInAField() {
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var el = document.activeElement;
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if (!el) return false;
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if (el.isContentEditable) return true;
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var tag = (el.tagName || '').toLowerCase();
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return tag === 'input' || tag === 'textarea' || tag === 'select';
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}
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const InputHandler = {
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_lastMoveTime: 0,
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_moveCooldown: 100, // Minimum 100ms between moves
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_pendingMove: null,
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_initialized: false, // Flag to prevent multiple initializations
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init: function() {
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if (this._initialized) {
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return;
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}
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this.setupChatForm();
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this.setupFocusHandlers();
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this.setupKeyboardControls();
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this.setupClickHandlers();
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this.setupModeToggle();
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this._initialized = true;
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},
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setupChatForm: function() {
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const MAX_CHAT_LENGTH = 200;
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// Character counter update
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$('#chatInput').on('input', function() {
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const len = $(this).val().length;
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const counter = $('#charCounter');
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counter.text(len + '/' + MAX_CHAT_LENGTH);
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// Change color when approaching limit
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if (len >= MAX_CHAT_LENGTH) {
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counter.css('color', '#f66');
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} else if (len >= MAX_CHAT_LENGTH * 0.8) {
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counter.css('color', '#fa0');
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} else {
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counter.css('color', '#666');
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}
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});
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$('#chatForm').submit(function(e) {
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e.preventDefault();
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var msg = $('#chatInput').val().trim();
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// Don't send empty messages
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if (!msg) return false;
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// If the message is "enter", always send it to server
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// The server will handle queueing logic and timing
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if (msg.toLowerCase() === 'enter') {
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if (typeof SocketHandlers !== 'undefined' && SocketHandlers.emitFairGameStart) {
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if (!SocketHandlers.emitFairGameStart('join_queue')) return false;
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} else {
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socket.emit('chat message', msg);
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}
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// Don't automatically switch to waiting screen - let the server control screen state
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// The server will send appropriate events (payment_created, waiting_status, etc.)
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// to control what the user sees
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// Add visual feedback that request was sent
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$('#messages').append($('<li style="color: #0f0;">').text("🔑 Processing game entry request..."));
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UI.scrollChat();
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} else {
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// Send other chat messages normally
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socket.emit('chat message', msg);
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}
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$('#chatInput').val('');
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$('#charCounter').text('0/' + MAX_CHAT_LENGTH).css('color', '#666');
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return false;
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});
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// Set initial focus to chat input
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$('#chatInput').focus();
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UI.updateFocusIndicator();
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},
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setupFocusHandlers: function() {
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// Add focus/blur listeners for visual indicator
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$('#chatInput').on('focus', UI.updateFocusIndicator).on('blur', UI.updateFocusIndicator);
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$('#game-display').on('focus', UI.updateFocusIndicator).on('blur', UI.updateFocusIndicator);
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// Make game display focusable
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$('#game-display').attr('tabindex', '-1');
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},
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setupKeyboardControls: function() {
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const self = this; // Store reference to InputHandler for use in event handler
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$(document).on('keydown', function(e) {
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// Handle ESC to leave spectate mode
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if (e.key === 'Escape' && typeof SocketHandlers !== 'undefined' && SocketHandlers._spectatorMode) {
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e.preventDefault();
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if (window.socket) {
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socket.emit('leave_spectate');
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}
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return;
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}
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if (document.activeElement === $('#game-display')[0]) {
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if (Game && Game._gameActive) {
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// Block movement input if spectating
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if (typeof Game !== 'undefined' && Game._isSpectating) {
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// In spectator mode - ignore movement keys
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return;
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}
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let dx = 0;
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let dy = 0;
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let moved = false;
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let direction = null;
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switch(e.key) {
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case 'w': case 'ArrowUp': direction = 'up'; dy = -1; moved = true; break;
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case 's': case 'ArrowDown': direction = 'down'; dy = 1; moved = true; break;
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case 'a': case 'ArrowLeft': direction = 'left'; dx = -1; moved = true; break;
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case 'd': case 'ArrowRight': direction = 'right'; dx = 1; moved = true; break;
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}
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if (moved && direction) {
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e.preventDefault(); // Prevent page scrolling
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// Implement movement throttling to prevent rapid-fire movement
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const now = Date.now();
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if (now - self._lastMoveTime >= self._moveCooldown) {
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// Send move immediately if enough time has passed
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socket.emit('player_move', { direction });
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self._lastMoveTime = now;
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self._pendingMove = null;
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} else {
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// Queue the move to be sent after cooldown
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self._pendingMove = { direction };
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const timeToWait = self._moveCooldown - (now - self._lastMoveTime);
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setTimeout(() => {
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if (self._pendingMove) {
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socket.emit('player_move', self._pendingMove);
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self._lastMoveTime = Date.now();
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self._pendingMove = null;
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}
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}, timeToWait);
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}
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}
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} else {
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// Game display has focus but game is not active (welcome screen)
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// Only handle animation toggle
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if (e.key === 'A' || e.key === 'a') {
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// Toggle animation on waiting screen
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e.preventDefault();
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if (typeof ScreenManager !== 'undefined') {
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ScreenManager.toggleAnimation();
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}
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}
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}
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} else if (e.key === 'Enter' && document.activeElement !== $('#chatInput')[0]
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&& !modalIsOpen() && !typingInAField()) {
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// If Enter is pressed and chat is not focused
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if (typeof Game !== 'undefined' && !Game._gameActive) {
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// On welcome screen - start the game
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e.preventDefault();
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const isDebugMode = window.location.hostname === 'localhost' ||
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window.location.hostname === '127.0.0.1' ||
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window.location.protocol === 'file:';
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if (typeof SocketHandlers !== 'undefined' && SocketHandlers.emitFairGameStart) {
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if (!SocketHandlers.emitFairGameStart('join_queue')) return;
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} else {
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socket.emit('chat message', 'enter');
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}
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if (isDebugMode || ScreenManager.canEnterGame()) {
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// Check if we should show waiting screen
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const addressRequired = typeof SocketHandlers !== 'undefined' && SocketHandlers.payoutAddressRequired();
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const hasAddress = typeof SocketHandlers !== 'undefined' && SocketHandlers._hasPayoutAddress;
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const canAfford = typeof SocketHandlers !== 'undefined' && SocketHandlers.canAffordGame();
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const isFree = typeof SocketHandlers !== 'undefined' && SocketHandlers._gameMode === 'FREE';
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// Only show waiting screen if address is set (if required) and they can afford it (if credits)
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const shouldShowWaiting = isFree || (canAfford && (!addressRequired || hasAddress));
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if (shouldShowWaiting && typeof ScreenManager !== 'undefined' && ScreenManager.drawWaitingScreen) {
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// Optimistically set awaiting payment if needed
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const isPaidCredits = typeof SocketHandlers !== 'undefined' && SocketHandlers._gameMode === 'PAID_CREDITS';
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const hasEnoughCredits = typeof SocketHandlers !== 'undefined' && SocketHandlers._creditsBalance >= (SocketHandlers._creditsPerGame || 1);
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if (!isFree && typeof Game !== 'undefined' && !Game._unconfirmedPayment) {
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if (!(isPaidCredits && hasEnoughCredits)) {
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Game._awaitingPayment = true;
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}
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}
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ScreenManager.drawWaitingScreen();
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}
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} else {
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$('#messages').append($('<li style="color: #ff0;">').text("* You have been added to the queue! Game will start after next block."));
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UI.scrollChat();
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}
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// Add visual feedback to chat
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$('#messages').append($('<li style="color: #0f0;">').text("🔑 Game start requested..."));
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UI.scrollChat();
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} else {
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// Game is active or in other state - focus chat
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$('#chatInput').focus();
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UI.updateFocusIndicator();
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}
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}
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});
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},
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setupClickHandlers: function() {
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// Add click handling for the HTML START button
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$('#startButton').click(function(e) {
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// Show the wait-vs-drop-in TIMING choice whenever the game would start instantly (no
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// upfront payment): free play (this instance allows it), a FREE instance, or paid-credits
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// with credits in hand. The chosen payment method flows through auto_start / join_queue
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// unchanged — this modal only picks WHEN you enter.
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if (typeof SocketHandlers !== 'undefined') {
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var mode = SocketHandlers._gameMode;
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var freeAvailable = SocketHandlers._freePlayEnabled || mode === 'FREE';
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var hasCredits = SocketHandlers._creditsBalance >= (SocketHandlers._creditsPerGame || 1);
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var instantStart = freeAvailable || (mode === 'PAID_CREDITS' && hasCredits);
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if (instantStart) {
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SocketHandlers.showEntryChoiceModal({ freeAvailable: freeAvailable, hasCredits: hasCredits });
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return;
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}
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}
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// Default: attempt immediate start (payment-required modes go through their own flow)
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if (typeof SocketHandlers !== 'undefined' && SocketHandlers.emitFairGameStart) {
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if (!SocketHandlers.emitFairGameStart('auto_start')) return;
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} else {
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socket.emit('auto_start');
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}
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// Check if we should show waiting screen
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const addressRequired = typeof SocketHandlers !== 'undefined' && SocketHandlers.payoutAddressRequired();
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const hasAddress = typeof SocketHandlers !== 'undefined' && SocketHandlers._hasPayoutAddress;
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const canAfford = typeof SocketHandlers !== 'undefined' && SocketHandlers.canAffordGame();
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const isFree = typeof SocketHandlers !== 'undefined' && SocketHandlers._gameMode === 'FREE';
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// We only show waiting screen if:
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// 1. It's free mode
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// 2. We have address (if required) AND (it's direct pay OR we have credits)
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const shouldShowWaiting = isFree || (canAfford && (!addressRequired || hasAddress));
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if (shouldShowWaiting) {
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// If in a paid mode but no payment detected yet, optimistically set awaiting payment
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// UNLESS it is credits mode and we already have enough credits
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const isPaidCredits = typeof SocketHandlers !== 'undefined' && SocketHandlers._gameMode === 'PAID_CREDITS';
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const hasEnoughCredits = typeof SocketHandlers !== 'undefined' && SocketHandlers._creditsBalance >= (SocketHandlers._creditsPerGame || 1);
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if (!isFree && typeof Game !== 'undefined' && !Game._unconfirmedPayment) {
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if (!(isPaidCredits && hasEnoughCredits)) {
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Game._awaitingPayment = true;
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}
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}
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if (typeof ScreenManager !== 'undefined' && ScreenManager.drawWaitingScreen) {
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ScreenManager.drawWaitingScreen();
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}
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} else {
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// If not showing waiting screen, add helpful message to chat if missing address
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if (addressRequired && !hasAddress) {
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$('#messages').append($('<li style="color: #ffa500;">').text("⚠️ Please set a payout address using the button below before starting."));
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UI.scrollChat();
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}
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}
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$('#messages').append($('<li style="color: #0f0;">').text("🖱️ Game start requested..."));
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UI.scrollChat();
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});
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// Watch games button - toggle the games list panel
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$('#watchGamesButton').click(function(e) {
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const $panel = $('#gamesListPanel');
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if ($panel.length && $panel.is(':visible')) {
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$panel.hide();
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} else {
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// Request fresh game list and show panel
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if (window.socket) {
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socket.emit('get_active_games', { page: 1, pageSize: 20 });
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}
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if (typeof SocketHandlers !== 'undefined') {
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SocketHandlers._showGamesPanel();
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}
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}
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});
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// Add click handling for the animation toggle button
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$('#animationToggleButton').click(function(e) {
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if (typeof ScreenManager !== 'undefined' && ScreenManager.toggleAnimation) {
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ScreenManager.toggleAnimation();
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// Redraw the waiting screen to reflect the change
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if (typeof ScreenManager.drawWaitingScreen === 'function') {
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ScreenManager.drawWaitingScreen();
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}
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}
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// Add visual feedback to chat
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const status = ScreenManager._animationEnabled ? "enabled" : "disabled";
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$('#messages').append($('<li style="color: #aa0;">').text(`🎬 Animation ${status}`));
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UI.scrollChat();
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});
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// Address management button
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$('#manageAddressButton').click(function(e) {
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e.preventDefault();
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if (window.socket) {
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socket.emit('address:prompt');
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}
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if (typeof AddressModal !== 'undefined') {
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AddressModal.show();
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}
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});
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},
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setupModeToggle: function() {
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var toggleButton = document.getElementById('toggle-mode');
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if (toggleButton) {
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toggleButton.addEventListener('click', function() {
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try {
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toggleButton.textContent = 'Mode switching disabled';
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toggleButton.disabled = true;
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} catch (e) {
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console.error("Error switching display mode:", e);
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}
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});
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}
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}
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};
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// Ensure InputHandler is available globally
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if (typeof window !== 'undefined') {
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window.InputHandler = InputHandler;
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}
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// Note: InputHandler.init() is called from index.html after DOM ready
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// to ensure proper initialization order with other modules
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