A browser-based roguelike synchronized with crypto block timing. A run is a race against the next block: reach the exit before the block lands, or the house wins. The same codebase runs the solo dungeon, the social Tavern, and operator-selected PvP and race rulesets, with separate free and paid leaderboards. Self-hostable under the MIT License. See README.md to run it, docs/ARCHITECTURE.md for the design, and docs/DEPLOY.md to operate an instance.
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Chat and Nostr
Chat has two layers: local delivery (Socket.IO plus Postgres history) and an optional nostr fan-out that carries the same conversation across servers and into the Smirk ecosystem. Both sit behind one seam, so callers are identical either way.
The provider seam
src/network/chat/ChatProvider.js is the abstraction every chat caller uses:
publish(msg) deliver and (optionally) persist a message
getHistory({scope, limit}) recent messages, oldest to newest
relaySignedEvent(req) deliver a client-signed nostr event (per-player identity)
initialize() / shutdown()
Application concerns (commands, moderation, rate limiting, HTML escaping) stay in the caller; a provider only delivers and stores.
Two implementations:
SocketChatProvideris the default. Scopeglobalpersists throughChatHistoryManagerand broadcastschat_broadcastto every client; a room scope such astavern:<id>delivers only to that Socket.IO room and persists nothing. Broadcasts carry a shortpublicId(the user id, or the first 6 characters of the socket id) rather than the full socket id.NostrChatProviderdecorates a local provider. Every message still delivers in-game and persists; in addition, global messages fan out to nostr relays, and messages arriving from a relay are delivered locally only, never re-published, so there are no echo loops.
buildChatProvider({local, env}) in src/network/chat/index.js chooses between them. With
NOSTR_CHAT_ENABLED unset, or with NOSTR_CHAT_SCOPE set to anything other than global, it
returns the plain local provider unchanged; otherwise it wraps that provider in a
NostrChatProvider.
ChatHandler constructs the local provider (sharing its own ChatHistoryManager instance so ban
checks and stats keep working) and passes it through buildChatProvider.
Unified global chat
TavernManager accepts the lobby's provider as globalChatProvider and publishes tavern messages to
the global scope, sending the global backlog as chat_history on join. Lobby and tavern are
therefore one conversation with persistent history, and when nostr is enabled tavern chat rides the
relay too. When no global provider is injected, the tavern falls back to its own room-scoped,
ephemeral provider.
Topology is always client to server to relay. The server remains the moderation authority (bans, rate limits, history in Postgres); the relay is transport and fan-out.
Identity models
NostrChatProvider takes an injectable signer with the contract { pubkey, sign(template) }. That
one object is the whole difference between the two identity models.
Server bridge signer
The server signs every outbound global message with a single key from NOSTR_BRIDGE_SK
(createBridgeSigner, accepting an nsec or 64-hex secret). The player's display name rides in an
['n', name] tag. This works for every player, including anonymous ones, but on nostr the whole
server reads as one account. The bridge pubkey must be accepted by the relay's write policy, either
by being a registered npub or by sitting in the relay write allowlist. With no key configured the
signer is null and global chat is receive-only.
Client per-player signing
The client signs with the player's own Smirk npub and sends the finished event; the server verifies it and relays it unmodified, so on nostr the author is genuinely the player.
client server (ChatHandler) relay
build kind-1 event
window.smirk.signNostrEvent
emit chat_signed {event} --> rate limit
look up session npub
verifyChatEvent(event, npub)
signature, id, freshness, channel tag,
pubkey equals session npub
relaySignedEvent ----------> published under
the player's npub
<------------------- chat_broadcast (all in-game clients)
src/utils/verifyChatEvent.jsis the security core. It validates shape and types, rebuilds a clean event from primitives only, independently recomputes the event id, verifies the BIP-340 schnorr signature, enforces freshness (120 seconds by default), and requires thettag to match the configured channel tag so the server cannot be used to relay arbitrary events. Critically,event.pubkeymust equal the session's authenticated npub (users.smirk_public_key, set at NIP-98 login); a valid signature by any other key is rejected withpubkey-mismatch. Content is capped at 280 characters.ChatHandler.handleSignedChatMessageruns the sequence: rate limit, resolve the session's npub from the database, verify, escape, relay. A session with no linked npub is told to sign in with Smirk. The display name comes fromdisplay_nameorusername, falling back to the first 8 characters of the npub.NostrChatProvider.relaySignedEventperforms local delivery and thentransport.publish(event)with no re-signing, marking the event id as seen so the relay round-trip does not deliver it twice.html/js/smirkChatSign.jsis the client helper. It signs throughwindow.smirk.signNostrEventand emitschat_signed. Signing is attempted first; onNOT_AUTHORIZEDit callsgetNostrPublicKey()once to obtain the nostr scope grant and retries, the same pattern asSmirkAuth, so a returning user sees a single approval. It resolvesfalsewhenever Smirk is unavailable or declines, and the caller then falls back to the ordinary unsigned send. The helper is loaded ontavern.html, whose send path tries it beforetavern_chat.
The server registers the chat_signed socket event in src/network/socketHandlers.js.
Relays and tiers
The game publishes each event to every relay in NOSTR_RELAYS and lets each relay's policy accept or
reject it; there is no per-player routing or allowlist in game code. Reading is the mirror: subscribe
to all relays and dedupe by event id.
| Player | Signs as | Reaches |
|---|---|---|
| Anonymous | not signed | in-game chat only |
| Signed in with Smirk | own npub | in-game chat plus every relay whose write policy accepts that npub |
A premium subscription also sets the player's entitlement tier, which unlocks cosmetics; see
MONETIZATION.md. Entitlements are per-pack tier based
(src/multiplayer/entitlements.js): buying credits maps to tier 0 and unlocks packs by lifetime
credits purchased, while a subscription tier unlocks the packs at or below that tier.
Relay policy (smirk-backend-core)
Relay admission is configured on the relay side, in the Smirk backend that fronts nostr-rs-relay:
RELAY_WRITE_POLICYis one ofinbox-outbox(the default),author-allowlist,open, orpremium-post.premium-postlets registered users publish wallet kinds and reserves general posting for premium members;PREMIUM_ENABLEDrequires this policy.RELAY_WRITE_ALLOWLIST_NPUBS(comma-separatednpub1…or hex) exempts specific keys from the policy. This is how a server bridge key is registered.RELAY_INBOUND_POW_BITSapplies a NIP-13 proof-of-work gate to authors that are not registered or allowlisted, so registered and allowlisted npubs post without PoW.- Reading is open under every policy.
Moderation and limits
- Inbound chat is rate limited through the shared
RateLimiterunder thechat:messagebucket (12 messages per 10 seconds), keyed by a stable session id plus client IP so reconnecting cannot reset it. Plain lobby broadcasts add a 2 second per-socket cooldown; tavern occupants have a 900 ms per-occupant cooldown. - Lobby messages are rejected above 200 characters and HTML-escaped before delivery. Signed messages are escaped and capped at 200 characters for in-game rendering; the event published to nostr is the client's original, unmodified.
- Chat bans are checked against
ChatHistoryManager.isUserChatBannedbefore a message is published. The tavern applies the same rate limiter and ban check before anything reaches global chat. - Remote (relay-sourced) messages are escaped with
escapeChatText, capped at 200 characters, attributed from thentag or the first 8 characters of the author pubkey, and rate limited tomaxRemotePerMin(120 per minute by default) so a hostile relay cannot flood in-game clients. - Event ids are deduped through a bounded FIFO of the last 1000 ids, covering both the server's own echoes and repeats across relays.
- The relay subscription filters on
since = nowat startup, so connecting does not flood clients with history; local Postgres history covers the past. NostrTransportdegrades to a warning and a no-op ifnostr-toolsorwscannot load, so enabling nostr chat cannot crash the server.
Configuration
| Variable | Meaning |
|---|---|
NOSTR_CHAT_ENABLED |
Master switch. Unset means plain local chat. Accepts 1, true, yes, on. |
NOSTR_CHAT_SCOPE |
global (fan out) or anything else (plain local provider). Default global. |
NOSTR_RELAYS |
Comma-separated relay URLs. Default wss://relay.smirk.cash. |
NOSTR_CHAT_TAG |
Shared channel topic. Default wowngeon-global. |
NOSTR_CHAT_KIND |
Event kind. Default 1. |
NOSTR_BRIDGE_SK |
Bridge secret key (nsec or 64-hex). Omit for receive-only global chat. |
NOSTR_SERVER_ORIGIN |
Value for the origin tag on bridge-signed events. Falls back to SERVER_ID. |
The full server environment template is src/.env.example.
Loader shim
nostr-tools pulls ESM-only dependencies. loadNostrTools() in src/utils/nostrLoader.js
require()s the package under Node 22, which natively requires those dependencies, and falls back to
the pre-bundled self-contained IIFE build under a CJS-only test runtime. Chat and NIP-98 auth both
load nostr through it.
Files
src/network/chat/ChatProvider.js seam, including the default relaySignedEvent
src/network/chat/SocketChatProvider.js local delivery and history
src/network/chat/NostrChatProvider.js decorator: local plus nostr fan-out plus signed relay
src/network/chat/index.js buildChatProvider (env to provider)
src/network/chat/nostr/NostrTransport.js SimplePool wrapper, multi-relay, degrades to no-op
src/network/chat/nostr/bridgeSigner.js server bridge signer
src/network/chatHandler.js commands, moderation, signed-event handling
src/network/tavernManager.js tavern chat routed into global chat
src/utils/verifyChatEvent.js verify a client-signed event (impersonation guard)
src/utils/escapeChat.js HTML escape and length cap
src/utils/nostrLoader.js nostr-tools loader shim
html/js/smirkChatSign.js client per-player signing helper