Files
wownerogue/src/network/socketHandlers.js
T
jwinterm fad2a695bd Wownerogue
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.
2026-07-27 08:23:01 -04:00

2176 lines
103 KiB
JavaScript

/**
* Socket Event Handlers Module
* Handles all socket.io event processing for the Wownerogue game server
*/
const user = require('../db/user');
const GameManager = require('../game/gameManager');
const MovementManager = require('../game/movementManager');
const QueueManager = require('./queueManager');
const MatchQueue = require('./matchQueue');
const MatchScheduler = require('./matchScheduler');
const MatchManager = require('./matchManager');
const TavernMatchBridge = require('./tavernMatchBridge');
const PaymentHandlers = require('./paymentHandlers');
const AddressManager = require('./addressManager');
const SessionManager = require('./sessionManager');
const RateLimiter = require('./rateLimiter');
const { clientIp, stableId } = require('./rateLimitContext');
const ConnectionHandler = require('./connectionHandler');
const ChatHandler = require('./chatHandler');
const QueueHandler = require('./queueHandler');
const SpectatorManager = require('./spectatorManager');
const TavernManager = require('./tavernManager');
const IdentityService = require('./identityService');
const SuspendedGameManager = require('./suspendedGameManager');
const MemoryManager = require('../utils/memoryManager');
const FairnessOfferManager = require('../game/fairnessOfferManager');
const {
SNAPSHOT_VERSION: SOLO_RESTART_SNAPSHOT_VERSION,
captureSoloRestartSnapshot,
restoreSoloRestartSnapshot
} = require('../game/soloRestartSnapshot');
const { normalizeError } = require('../utils/errors');
const money = require('../money/atomic');
const {
buildCommerceDisclosure,
validatePaidAcknowledgement
} = require('../config/commerceDisclosurePolicy');
function requirePaidActionAcknowledgement(context, socket, raw, errorEvent = null) {
const disclosure = buildCommerceDisclosure(context.gameModeManager, process.env);
// Every call site represents a value-bearing action. This action-level requirement must not
// disappear when invoice intake is paused: already-owned credits and race tickets still have
// value and may still be consumed.
const result = validatePaidAcknowledgement(raw, disclosure, { required: true });
if (result.ok) return true;
const payload = {
message: result.message,
error: result.message,
code: result.code,
policyVersion: disclosure.policyVersion
};
socket.emit('commerce_ack_required', payload);
if (errorEvent) socket.emit(errorEvent, payload);
context.broadcastManager?.sendStatusUpdate?.(socket.id, 'warning', result.message);
return false;
}
class SocketHandlers {
constructor(io, activeGames, broadcastManager, debugManager, gameModeManager = null, walletService = null) {
this.io = io;
this.activeGames = activeGames;
this.broadcastManager = broadcastManager;
this.debugManager = debugManager;
this.gameModeManager = gameModeManager;
this.walletService = walletService;
this.MOVE_COOLDOWN = 100; // Minimum 100ms between moves
this.fairnessOffers = new FairnessOfferManager();
this._isShuttingDown = false;
this._admissionsInFlight = new Set();
// Initialize rate limiter with debug mode matching debugManager
this.rateLimiter = new RateLimiter({
debugMode: this.debugManager.CONSOLE_LOGGING,
limits: {
'payment:create': { window: 60000, max: 3 },
'game:start': { window: 60000, max: 15 },
'game:queue': { window: 30000, max: 5 },
'chat:message': { window: 10000, max: 12 },
'address:set': { window: 300000, max: 3 },
'identity:update': { window: 10000, max: 8 },
'connection:new': { window: 60000, max: 10 }
}
});
// Initialize memory manager for cleanup
this.memoryManager = new MemoryManager({
debugMode: this.debugManager.CONSOLE_LOGGING,
cleanupInterval: 300000 // 5 minutes
});
// Initialize game manager
this.gameManager = new GameManager({
activeGames: this.activeGames,
io: this.io,
broadcastManager: this.broadcastManager,
debugManager: this.debugManager,
gameModeManager: this.gameModeManager
});
// queueManager owns all queue state
// Initialize session manager first
if (this.gameModeManager && this.gameModeManager.db) {
this.sessionManager = new SessionManager({
db: this.gameModeManager.db,
debugManager: this.debugManager,
gameModeManager: this.gameModeManager,
io: this.io
});
// GameModeManager needs the session manager so getOrCreateUser resolves through the
// stable anon_token identity instead of the mutable socket_id.
this.gameModeManager.sessionManager = this.sessionManager;
// Initialize cleanup timers
this.sessionManager.initialize().catch(err => {
console.error('Failed to initialize SessionManager:', err);
});
}
// Initialize connection handler
this.connectionHandler = new ConnectionHandler({
io: this.io,
broadcastManager: this.broadcastManager,
debugManager: this.debugManager,
sessionManager: this.sessionManager,
rateLimiter: this.rateLimiter
});
this.queueManager = new QueueManager({
debugManager: this.debugManager,
broadcastManager: this.broadcastManager,
io: this.io,
createGameForUser: async (userObj, options) => {
const game = await this.gameManager.createGameForUser(userObj, options);
// Stamp the stable DB user id onto the game at creation. Suspend/restore keys
// on this id; capturing it here, where the session is reliably available, keeps
// the disconnect path free of a failure-prone DB lookup, so any game, paid or
// free, is reconnectable.
try {
const sid = userObj?.id;
const dbUid = sid != null ? this.sessionManager?.sessions?.get(sid)?.id : null;
if (game && dbUid != null) game.dbUserId = dbUid;
} catch (_) {}
return game;
},
getUserBySocket: (socketId) => this.connectionHandler.getUserBySocket(socketId),
activeGames: this.activeGames,
gameModeManager: this.gameModeManager,
consoleLogging: this.debugManager.CONSOLE_LOGGING
});
this.paymentHandlers = new PaymentHandlers({
io: this.io,
gameModeManager: this.gameModeManager,
walletService: this.walletService,
debugManager: this.debugManager,
queueManager: this.queueManager,
broadcastManager: this.broadcastManager,
sessionManager: this.sessionManager
});
this.identityService = new IdentityService({
db: this.gameModeManager?.db,
gameModeManager: this.gameModeManager,
sessionManager: this.sessionManager,
debugManager: this.debugManager
});
// Address / payout handling encapsulated in AddressManager
this.addressManager = new AddressManager({
gameModeManager: this.gameModeManager,
broadcastManager: this.broadcastManager,
io: this.io,
debugManager: this.debugManager,
onConfirmed: (socketId, accepted) => {
if (accepted) {
// Automatically proceed to payment creation after address confirmation
const sock = this._getLiveSocket(socketId);
if (sock) {
this.paymentHandlers.createAndShowPaymentRequest(sock);
}
if (this.chatHandler) {
this.chatHandler.clearAddressConfirmation(socketId);
}
}
}
});
// Initialize chat handler with database for persistent history
this.chatHandler = new ChatHandler({
io: this.io,
broadcastManager: this.broadcastManager,
debugManager: this.debugManager,
addressManager: this.addressManager,
paymentHandlers: this.paymentHandlers,
queueManager: this.queueManager,
gameModeManager: this.gameModeManager,
rateLimiter: this.rateLimiter,
db: this.gameModeManager?.db
});
// Initialize chat history (async, non-blocking)
this.chatHandler.initialize().catch(err => {
console.error('Failed to initialize chat handler:', err.message);
});
// Initialize queue handler
this.queueHandler = new QueueHandler({
queueManager: this.queueManager,
gameModeManager: this.gameModeManager,
paymentHandlers: this.paymentHandlers,
activeGames: this.activeGames,
broadcastManager: this.broadcastManager,
debugManager: this.debugManager,
rateLimiter: this.rateLimiter
});
// Initialize spectator manager for live game viewing
this.spectatorManager = new SpectatorManager({
io: this.io,
activeGames: this.activeGames,
broadcastManager: this.broadcastManager,
debugManager: this.debugManager,
queueManager: this.queueManager // For pending games list
});
this.spectatorManager.initialize();
// Wire spectator manager to game manager (for game over notifications)
this.gameManager.setSpectatorManager(this.spectatorManager);
// Initialize tavern manager (social hangout mode). Inert unless TAVERN_ENABLED=true.
// Load the designed tavern room (imported .tmx); fall back to the procedural map if absent.
let tavernRoomData = null;
const tavernRoomUrl = 'assets/kenney/tavern_room.json';
// The imported .tmx room renders as a block-scatter in the browser (the client falls back to
// the walkable grid), so the default is the hand-built procedural tavern (tavernMap.js),
// which renders reliably through the theme atlas. TAVERN_DESIGNED_ROOM=true opts into the .tmx.
if (process.env.TAVERN_DESIGNED_ROOM === 'true') {
try {
const roomPath = require('path').join(__dirname, '../../html', tavernRoomUrl);
tavernRoomData = JSON.parse(require('fs').readFileSync(roomPath, 'utf8'));
} catch (e) {
if (this.debugManager.CONSOLE_LOGGING) console.log('Tavern room JSON not found; using default map:', e.message);
}
}
this.tavernManager = new TavernManager({
io: this.io,
debugManager: this.debugManager,
roomData: tavernRoomData,
roomUrl: tavernRoomData ? tavernRoomUrl : null,
entitlementProvider: async (socket) => this._entitlementsForSocket(socket),
// Share the lobby's global chat provider so the tavern joins one global chat with
// persistent history (and nostr fan-out when enabled), instead of ephemeral room chat.
globalChatProvider: this.chatHandler.chatProvider,
// Publishing into GLOBAL chat must carry the same guards the lobby path applies.
// Without them `tavern_chat` is an unauthenticated bypass of the chat ban list, the
// reconnect-proof rate limiter, and user_id attribution, reaching every connected
// client and the persisted history under a name the client picked.
chatModeration: {
rateLimiter: this.rateLimiter,
sessionManager: this.gameModeManager?.sessionManager || null,
chatHistory: this.chatHandler?.chatHistory || null,
getOrCreateUser: (socketId) => this.gameModeManager?.getOrCreateUser(socketId)
}
});
this.tavernManager.initialize();
// Initialize match mode queue, scheduler, and manager. Inert unless MATCH_ENABLED=true.
this.matchQueue = new MatchQueue({
db: this.gameModeManager?.db || null,
gameModeManager: this.gameModeManager,
debugManager: this.debugManager,
isFinancialRecoveryReady: () => this.matchManager?.financialRecoveryReady === true
});
this.matchManager = new MatchManager({
io: this.io,
db: this.gameModeManager?.db || null,
debugManager: this.debugManager,
identityService: this.identityService,
gameModeManager: this.gameModeManager
});
this.matchScheduler = new MatchScheduler({
matchQueue: this.matchQueue,
matchManager: this.matchManager,
debugManager: this.debugManager
});
// Database connection + migrations happen later in startServer(), so the durable queue
// cannot be initialized here. initializeMatchMode() is awaited after
// DatabaseManager.initialize() instead.
this._matchInitializePromise = null;
// Initialize suspended game manager for reconnection support
this.suspendedGameManager = new SuspendedGameManager({
debugManager: this.debugManager,
activeGames: this.activeGames,
cleanupTimeoutMs: 300000 // 5 minutes to reconnect before game is lost
});
this.gameManager.setSuspendedGameManager(this.suspendedGameManager);
// Movement manager abstraction (owns its own move-cooldown state)
this.movementManager = new MovementManager({
activeGames: this.activeGames,
io: this.io,
debugManager: this.debugManager,
moveCooldown: this.MOVE_COOLDOWN,
postMoveHook: ({ socketId, game, moveResult }) => this.afterPlayerMove(socketId, game, moveResult),
spectatorManager: this.spectatorManager // Pass for spectator broadcasts
});
// Register memory cleanup functions
this._registerMemoryCleanups();
}
/** Initialize durable match state only after the database is connected and migrated. */
async initializeMatchMode() {
if (this._matchInitializePromise) return this._matchInitializePromise;
this._matchInitializePromise = (async () => {
await this.matchQueue.initialize();
await this.matchManager.initialize?.();
this.tavernMatchBridge = new TavernMatchBridge({
matchManager: this.matchManager,
tavernManager: this.tavernManager,
io: this.io,
debugManager: this.debugManager
});
this.tavernMatchBridge.initialize();
})();
try {
await this._matchInitializePromise;
} catch (error) {
this._matchInitializePromise = null;
throw error;
}
}
/** Stop new solo movement before taking the graceful-shutdown settlement snapshot. */
beginShutdown() {
// This flag is the synchronous boundary: every admission wrapper and lower-level game
// creator observes it before any shutdown await can yield back to a client callback.
this._isShuttingDown = true;
this.gameManager?.beginShutdown?.();
this.gameModeManager?.beginGameAdmissionShutdown?.();
this.paymentHandlers?.beginShutdown?.();
this.movementManager?.shutdown?.();
}
_emitShutdownAdmissionRefusal(socket, kind = 'admission') {
const payload = {
code: 'SERVER_SHUTTING_DOWN',
message: 'The server is restarting; new entries are temporarily closed.'
};
try { socket?.emit?.('server_restarting', { ...payload, kind }); } catch (_) {}
try { this.broadcastManager?.sendStatusUpdate?.(socket?.id, 'warning', payload.message); } catch (_) {}
return payload;
}
_rejectAdmissionDuringShutdown(socket, kind) {
if (!this._isShuttingDown) return false;
this._emitShutdownAdmissionRefusal(socket, kind);
return true;
}
/**
* Refuse admission while no blockchain node is reachable.
*
* A run's lifetime is measured in blocks, and its entry block comes from the last SUCCESSFUL
* poll. With every node unreachable that value silently goes stale, so a game admitted during
* an outage is anchored to an already-past block and `checkGamesTimeout` kills it as a timeout
* on the first recovered poll, costing the player a run (and in paid mode, an entry). Failing
* the entry up front is the honest outcome: nothing is charged and the player is told why.
*
* Deliberately conservative: it only fires when the health check explicitly reports false.
* Simulated blocks report healthy, and a runtime without the probe is left alone.
*/
_rejectAdmissionWhenNodeUnreachable(socket, kind) {
if (this.debugManager?.isChainHealthy?.() !== false) return false;
const chain = String(process.env.CRYPTO_TYPE || 'WOW').toUpperCase().slice(0, 8);
const message = `Can't reach a ${chain} node right now, so entries are paused. `
+ 'Nothing was charged; please try again shortly.';
try { socket?.emit?.('chain_unavailable', { code: 'NODE_UNREACHABLE', kind, message }); } catch (_) {}
try { this.broadcastManager?.sendStatusUpdate?.(socket?.id, 'error', message); } catch (_) {}
if (this.debugManager?.CONSOLE_LOGGING) {
console.warn(`[SocketHandlers] '${kind}' refused: no daemon reachable.`);
}
return true;
}
/**
* Refuse PAID intake while the wallet is unreachable.
*
* Deliberately NOT a failover. Two `wallet-rpc` processes serving one wallet file can build
* transactions from the same outputs and corrupt the wallet cache, so a standby wallet is an
* operator decision about custody, not something this code may take on its own. Daemons are
* read-only and interchangeable; wallets are neither. The safe behaviour when the wallet is
* down is therefore to decline the invoice cleanly rather than to route around it.
*
* Only gates kinds that actually need the wallet: credits/free entry runs off the database and
* must keep working through a wallet outage.
*/
_rejectPaidIntakeWhenWalletUnreachable(socket, kind) {
if (kind !== 'request_payment') return false;
// Only meaningful once a wallet has been wired up and has reported at least once.
if (!this.walletService || this.walletService.isHealthy !== false) return false;
const message = 'Payments are temporarily unavailable: the wallet is unreachable. '
+ 'Nothing was charged. Credits and free play still work.';
try { socket?.emit?.('payment_unavailable', { code: 'WALLET_UNREACHABLE', kind, message }); } catch (_) {}
try { this.broadcastManager?.sendStatusUpdate?.(socket?.id, 'error', message); } catch (_) {}
if (this.debugManager?.CONSOLE_LOGGING) {
console.warn(`[SocketHandlers] '${kind}' refused: wallet unreachable.`);
}
return true;
}
_runAdmission(socket, kind, task) {
if (this._rejectAdmissionDuringShutdown(socket, kind)) return Promise.resolve(null);
if (this._rejectAdmissionWhenNodeUnreachable(socket, kind)) return Promise.resolve(null);
if (this._rejectPaidIntakeWhenWalletUnreachable(socket, kind)) return Promise.resolve(null);
const token = {};
this._admissionsInFlight.add(token);
let work;
try {
work = Promise.resolve(task());
} catch (error) {
work = Promise.reject(error);
}
token.work = work;
return work.finally(() => this._admissionsInFlight.delete(token));
}
async drainAdmissionHandlers() {
while (this._admissionsInFlight.size > 0) {
await Promise.allSettled(Array.from(this._admissionsInFlight, token => token.work));
}
return { pending: 0 };
}
/**
* Drain every operation that could still create a game or install a terminal solo result.
* This must finish before GameManager.shutdown() snapshots/retries its settlement map: an
* already-running block timeout pass is itself an admission producer and can otherwise resume
* after an await and add a new settlement behind the drain.
*/
async drainShutdownProducers() {
await this.drainAdmissionHandlers();
await this.paymentHandlers?.drainShutdownWork?.();
await this.gameModeManager?.drainGameStartAdmissions?.();
await this.gameManager?.drainAdmissions?.();
return { pending: 0 };
}
/**
* Persist every nonterminal solo run that currently exists only as a live Game object.
* Movement is already frozen by beginShutdown(), and the caller drains terminal settlement
* intents before invoking this method. One transaction prevents a partial restart boundary:
* either every eligible run has a guarded snapshot or none of the new snapshots commit.
*/
async persistSoloRestartSnapshots() {
const db = this.gameModeManager?.db;
if (!db || typeof db.withTransaction !== 'function') {
throw new Error('Solo restart snapshots require a transactional database handle');
}
// Work that crossed the synchronous gate is allowed to reach a stable DB/in-memory state;
// nothing new can enter behind it. Only then enumerate the complete snapshot set.
await this.drainShutdownProducers();
const captures = new Map();
const addGame = (game, socketId, paymentMonitoringActive) => {
if (!game) return;
if (game.settlementPending || game.settlementCommitted || game.gameState === 'ended') {
throw new Error(`Refusing to snapshot terminal solo game ${game.id || 'unknown'}`);
}
// A snapshot rehydrated earlier in this same process remains durable until its owner
// claims it; it does not need (and must not receive) a second write on shutdown.
const captured = captureSoloRestartSnapshot(game, { paymentMonitoringActive });
const previous = captures.get(captured.gameId);
if (previous && previous.dungeonSeed !== captured.dungeonSeed) {
throw new Error(`Conflicting restart snapshot identity for game row ${captured.gameId}`);
}
captures.set(captured.gameId, captured);
};
for (const [socketId, game] of this.activeGames.entries()) {
addGame(game, socketId, this.paymentHandlers?.hasActiveMonitoring?.(socketId) === true);
}
for (const suspended of this.suspendedGameManager?.suspendedGames?.values?.() || []) {
if (suspended?.durableRestartSnapshot === true) continue;
addGame(suspended?.game, suspended?.originalSocketId,
suspended?.paymentMonitoringActive === true);
}
if (captures.size === 0) return { captured: 0 };
await db.withTransaction(async (client) => {
for (const snapshot of captures.values()) {
const result = await client.query(`
INSERT INTO solo_restart_snapshots (
game_id, user_id, dungeon_seed, snapshot_version, original_socket_id,
payment_monitoring_active, state, created_at
)
SELECT g.id, g.user_id, g.dungeon_seed, $4, $5, $6, $7::jsonb, NOW()
FROM games g
WHERE g.id = $1 AND g.user_id = $2 AND g.dungeon_seed = $3
AND g.status = 'active' AND g.completed_at IS NULL
ON CONFLICT (game_id) DO UPDATE SET
snapshot_version = EXCLUDED.snapshot_version,
original_socket_id = EXCLUDED.original_socket_id,
payment_monitoring_active = EXCLUDED.payment_monitoring_active,
state = EXCLUDED.state,
created_at = EXCLUDED.created_at
WHERE solo_restart_snapshots.user_id = EXCLUDED.user_id
AND solo_restart_snapshots.dungeon_seed = EXCLUDED.dungeon_seed
RETURNING game_id
`, [
snapshot.gameId,
snapshot.userId,
snapshot.dungeonSeed,
snapshot.snapshotVersion,
snapshot.originalSocketId,
snapshot.paymentMonitoringActive,
JSON.stringify(snapshot.state)
]);
if (result.rowCount !== 1) {
throw new Error(`Active solo game ${snapshot.gameId} changed during restart snapshot`);
}
}
});
return { captured: captures.size };
}
/** Reconstruct durable graceful-restart snapshots before orphan recovery or admission. */
async rehydrateSoloRestartSnapshots() {
const db = this.gameModeManager?.db;
if (!db || typeof db.query !== 'function') {
throw new Error('Solo restart rehydration requires a database handle');
}
const result = await db.query(`
SELECT s.game_id, s.user_id, s.dungeon_seed, s.snapshot_version,
s.original_socket_id, s.payment_monitoring_active, s.state, s.created_at,
g.id AS joined_game_id, g.user_id AS game_user_id,
g.dungeon_seed AS game_dungeon_seed,
g.status, g.completed_at, g.game_mode, g.start_block_height,
g.proof_version, g.fairness_offer_id, g.fairness_offer_issued_at,
g.proof_commitment, g.server_seed, g.client_seed, g.effective_seed,
g.layout_fingerprint, g.layout_fingerprints, g.generator_version,
g.proof_context
FROM solo_restart_snapshots s
LEFT JOIN games g
ON g.id = s.game_id
AND g.user_id = s.user_id
AND g.dungeon_seed = s.dungeon_seed
ORDER BY s.game_id ASC
`, []);
let restored = 0;
for (const row of result.rows || []) {
const state = restoreSoloRestartSnapshot(row, { db });
if (this.suspendedGameManager.hasSuspendedGame(state.userId)) {
throw new Error(`Duplicate suspended solo identity ${state.userId}`);
}
const accepted = this.suspendedGameManager.suspendGame(
state.userId,
state.originalSocketId,
state.game,
{
paymentMonitoringActive: state.paymentMonitoringActive,
durableRestartSnapshot: true,
snapshotVersion: SOLO_RESTART_SNAPSHOT_VERSION,
blockRec: state.game.blockRec
}
);
if (!accepted) throw new Error(`Failed to rehydrate solo game ${state.game.id}`);
restored += 1;
}
return { restored };
}
/** Dynamic financial-recovery gate used by readiness and paid admission. */
isFinancialRecoveryReady() {
return this.matchQueue?.initialized === true
&& this.matchManager?.financialRecoveryReady === true;
}
/**
* Register memory cleanup functions to prevent memory leaks
*/
_registerMemoryCleanups() {
// Mempool-notification dedup + TTL eviction lives in PaymentHandlers, which owns the
// dedup set.
if (this.rateLimiter) {
this.memoryManager.registerCleanup(
'rateLimiterCleanup',
() => { this.rateLimiter.cleanup(); return 0; },
60000
);
}
}
/**
* Called after a successful player move (before update is emitted) via MovementManager postMoveHook.
* Handles monster chasing logic and immediate game over if monster catches player.
*/
afterPlayerMove(socketId, game, moveResult) {
// Check if player walked into monster (death by walking into monster)
if (moveResult && moveResult.event === 'monster_caught') {
const fakeSocket = { id: socketId };
this.handleGameOver(fakeSocket, game, 'lost', 'monster', 'You walked into the monster!', 0);
return;
}
// If player escaped, handle via game manager
if (moveResult && moveResult.event === 'escaped') {
const fakeSocket = { id: socketId };
this.handleGameOver(fakeSocket, game, 'won', 'escaped', 'You escaped the dungeon!', 0);
return;
}
// Player took the stairs down to a deeper level. The fresh level is generated in
// movePlayer and rides out in the normal game_update, so don't end the game and don't
// advance the new level's monster on the arrival turn.
if (moveResult && moveResult.event === 'descend') {
return;
}
let monsterResult = null;
// Move monster one step toward player each player action
if (game && typeof game.moveMonster === 'function') {
try {
monsterResult = game.moveMonster();
} catch (e) {
console.error('Monster move error:', e);
}
}
// If the monster caught the player after moving, end the game immediately
if (monsterResult && monsterResult.event === 'monster_caught') {
const fakeSocket = { id: socketId };
this.handleGameOver(fakeSocket, game, 'lost', 'monster', 'You were caught by the monster!', 0);
return;
}
// Re-emit state if treasure collected without auto game_update (fallback)
if (moveResult && moveResult.event === 'treasure_found') {
this.movementManager.emitGameUpdate(socketId);
}
}
_emitFairnessOffer(socket) {
if (!socket || !this.fairnessOffers) return null;
const offer = this.fairnessOffers.ensureOffer(socket.id);
socket.emit('fairness_offer', offer);
return offer;
}
/**
* Atomically consume the precommit echoed by a start request. The replacement offer is
* published immediately for the next attempt, but the returned private proof input remains
* bound to the consumed commitment and is the only value passed into Game.
*/
_consumeFairnessAttempt(socket, opts = {}) {
const result = this.fairnessOffers.consume(socket.id, {
offerId: typeof opts.fairnessOfferId === 'string' ? opts.fairnessOfferId : null,
clientSeed: typeof opts.clientSeed === 'string' ? opts.clientSeed : ''
});
if (!result.success) {
socket.emit('fairness_error', { code: result.code, message: result.reason });
this._emitFairnessOffer(socket);
return null;
}
this._emitFairnessOffer(socket);
return result.proofInput;
}
/** Refuse value-bearing actions unless the player echoed the current public disclosures. */
_requirePaidActionAcknowledgement(socket, raw, errorEvent = null) {
return requirePaidActionAcknowledgement(this, socket, raw, errorEvent);
}
/**
* Initialize socket event handlers for a new connection
*/
async handleConnection(socket) {
if (this._isShuttingDown) {
this._emitShutdownAdmissionRefusal(socket, 'connection');
socket.disconnect(true);
return;
}
const connectionResult = await this.connectionHandler.handleConnection(socket);
if (!connectionResult) return; // Connection was rejected or failed
// A connection may have entered just before beginShutdown() and awaited its DB session.
// Recheck before restoring state or registering any mutating event handlers.
if (this._isShuttingDown) {
this._emitShutdownAdmissionRefusal(socket, 'connection');
socket.disconnect(true);
return;
}
// Publish the server commitment before the client can submit a client seed. register_client
// re-emits this same offer (never swaps it) in case the browser attached listeners late.
this._emitFairnessOffer(socket);
const { sessionInfo } = connectionResult;
const dbUserId = sessionInfo?.user?.id;
// Check for suspended game to restore (must happen BEFORE queue restoration)
let restoredGame = null;
if (sessionInfo && sessionInfo.resumed && dbUserId && this.suspendedGameManager) {
if (this.suspendedGameManager.hasSuspendedGame(dbUserId)) {
const memUser = this.connectionHandler.getUserBySocket(socket.id);
let restored;
try {
restored = await this.suspendedGameManager.restoreGame(dbUserId, socket.id, memUser);
} catch (error) {
// Never let a failed durable claim fall through to queue/new-game admission:
// the database still owns an active run for this identity. A reconnect can
// retry after the transient fault or an operator can resolve the snapshot.
console.error(`[handleConnection] Suspended game restore failed for user ${dbUserId}:`,
normalizeError(error).message);
socket.emit('session_restore_failed', {
code: 'ACTIVE_GAME_RESTORE_FAILED',
message: 'Your active game could not be restored safely. Please reconnect shortly.'
});
socket.disconnect(true);
return;
}
if (restored) {
restoredGame = restored.game;
const suspendedState = restored.suspendedState;
// Resume the block-timeout clock from the ORIGINAL entry block, not the
// reconnect height. suspendedGameManager persists the entry block and hands
// it back here; restoring it onto the in-memory user lets checkGamesTimeout
// continue counting from where it left off. When it is missing, blockRec
// stays unset and checkGamesTimeout records the first observed height
// rather than treating the game as instant-death.
const entryBlock = (restored.blockRec ?? suspendedState?.blockRec ?? null);
if (memUser && entryBlock != null) {
memUser.blockRec = entryBlock;
}
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`🔄 [handleConnection] Restored game ${restoredGame.id} for user ${dbUserId}`);
}
if (restoredGame.settlementPending) {
// A terminal run is retained solely to retry its atomic DB completion. Do
// not render it as playable after reconnect or reveal a second result.
socket.emit('game_settlement_pending', {
gameId: restoredGame.id,
code: 'GAME_FINISH_NOT_DURABLE',
retrying: true
});
this.broadcastManager.sendStatusUpdate(socket.id, 'warning',
'Your finished game is being saved. A new game will be available when settlement completes.');
} else {
// Re-emit the game state to the reconnecting client
const gameState = restoredGame.getState();
gameState.restored = true;
gameState.restoredMessage = 'Game restored! Continue playing.';
// Include provably fair commitment
if (restoredGame.getProofCommitment) {
gameState.proof = restoredGame.getProofCommitment();
}
// Send game_start to resume the game on client
socket.emit('game_start', gameState);
// Also send a status message
this.broadcastManager.sendStatusUpdate(socket.id, 'info',
'Welcome back! Your game has been restored.');
}
// Restore payment monitoring if it was active
if (suspendedState.paymentMonitoringActive && this.paymentHandlers) {
this._restorePaymentMonitoring(socket, dbUserId);
}
}
}
}
// Restore queue status if session resumed (only if no game was restored)
if (!restoredGame && sessionInfo && sessionInfo.resumed && sessionInfo.user && this.queueManager) {
const wasUpdated = this.queueManager.updateSocketId(sessionInfo.user.id, socket.id);
if (wasUpdated) {
const position = this.queueManager.getQueuePosition(socket.id);
if (position !== -1) {
this.broadcastManager.sendStatusUpdate(socket.id, 'queue',
`Welcome back! You are still in the queue at position ${position}.`);
socket.emit('queue_joined', {
position: position,
message: `Welcome back! You are still in queue.`,
currentBlock: this.debugManager.getCurrentBlockHeight ? this.debugManager.getCurrentBlockHeight() : null,
nextBlock: (this.debugManager.getCurrentBlockHeight ? this.debugManager.getCurrentBlockHeight() : 0) + 1
});
// Check for pending payment and restore monitoring
this._restorePaymentMonitoring(socket, dbUserId);
}
}
}
// Send game mode info to client
if (this.gameModeManager) {
socket.emit('game_mode_info', this.gameModeManager.getGameModeInfo());
}
this._emitIdentity(socket).catch(err => {
if (this.debugManager?.CONSOLE_LOGGING) console.warn('Failed to send identity snapshot:', err.message);
});
// Send chat history to new user
if (this.chatHandler && typeof this.chatHandler.sendChatHistoryToUser === 'function') {
this.chatHandler.sendChatHistoryToUser(socket.id).catch(err => {
console.error('Failed to send chat history:', err.message);
});
}
// Join the lobby room for game list broadcasts
if (this.spectatorManager) {
this.spectatorManager.joinLobby(socket.id);
// Send initial game list
const gameList = this.spectatorManager.getActiveGamesList({ page: 1, pageSize: 20 });
socket.emit('active_games', gameList);
}
// Register event handlers. Admission wrappers remain live for the life of this socket and
// consult the dynamic shutdown flag, so existing connections cannot race the snapshot.
const runAdmission = (kind, task) => this._runAdmission(socket, kind, task);
// SAFE DISPATCH: every listener below is registered through `on`, never `socket.on`.
//
// Socket.IO invokes listeners without a try/catch, and this process treats
// `uncaughtException` and `unhandledRejection` as fatal (see the handlers in src/index.js,
// which call gracefulShutdown and exit). That combination makes ONE unguarded throw in ANY
// listener an unauthenticated remote kill switch: a client sends a malformed, or entirely
// absent, payload and the whole server exits, taking live games and payment monitoring
// with it. Containing the fault to the offending socket is the invariant; individual
// handlers hardening their own inputs is defence in depth, not a substitute.
const on = (event, handler) => {
socket.on(event, (...args) => {
let result;
try {
result = handler(...args);
} catch (err) {
this._onHandlerFault(socket, event, err);
return;
}
if (result && typeof result.then === 'function') {
result.catch((err) => this._onHandlerFault(socket, event, err));
}
});
};
on('chat message', (msg) => this.chatHandler.handleChatMessage(socket, msg, {
// Legacy text command has no client contribution, but still consumes the already
// published one-time server offer with an empty clientSeed.
handleGameQueue: (commandSocket) => runAdmission('chat_game_queue',
() => this.handleJoinQueue(commandSocket, {})),
handleCancelEntry: (socket) => this.queueHandler.handleCancelEntry(socket),
handleStatsRequest: (socket) => this.handleStatsRequest(socket)
}));
// Client-signed global chat event (posts under the player's own Smirk npub).
on('chat_signed', (payload) => this.chatHandler.handleSignedChatMessage(socket, payload));
on('player_move', (moveData) => this.movementManager.handleMove(socket.id, moveData));
on('disconnect', () => this.handleDisconnect(socket));
on('debug_ping', (data) => this.handleDebugPing(socket, data));
on('register_client', async (data) => {
this.connectionHandler.handleRegisterClient(socket, data);
this._emitFairnessOffer(socket);
// Re-send after the client registers its handlers: the connection-time emit can
// arrive before those listeners exist.
if (this.gameModeManager) {
socket.emit('game_mode_info', this.gameModeManager.getGameModeInfo());
}
// Re-sent for the same reason as game_mode_info above.
if (this.sessionManager) {
try {
const sessionUser = await this.sessionManager.getBySocket(socket.id);
if (sessionUser) {
socket.emit('credits_update', {
balance: sessionUser.credits || 0,
totalCreditsPurchased: sessionUser.total_credits_purchased || 0,
creditsPerGame: this.gameModeManager?.creditsPerGameCost || 1
});
}
} catch (e) { /* credits refresh on the next action */ }
}
this._emitIdentity(socket).catch(err => {
if (this.debugManager?.CONSOLE_LOGGING) console.warn('Failed to re-send identity snapshot:', err.message);
});
});
on('auto_start', (data) => runAdmission('auto_start',
() => this.handleAutoStart(socket, (data && typeof data === 'object') ? data : {})));
on('play_free', (data) => runAdmission('play_free',
() => this.handleAutoStart(socket, { ...((data && typeof data === 'object') ? data : {}), free: true })));
// { free: true } selects Pleb-board free play.
on('join_queue', (data) => runAdmission('join_queue',
() => this.handleJoinQueue(socket, (data && typeof data === 'object') ? data : {})));
// Entry without waiting for the next block.
on('early_entry', (data) => runAdmission('early_entry',
() => this.handleEarlyEntry(socket, (data && typeof data === 'object') ? data : {})));
on('fairness_offer_request', () => this._emitFairnessOffer(socket));
on('address:prompt', () => this._withIdentityReadLimit(socket, () => this.handleAddressPrompt(socket)));
// Payment system handlers
on('request_payment', (data) => runAdmission('request_payment',
() => this.handlePaymentRequest(socket, data)));
on('check_payment_status', (data) => this.handleCheckPaymentStatus(socket, data));
on('get_user_credits', () => this.handleGetUserCredits(socket));
on('address:update', (data) => this.handleAddressUpdate(socket, data));
on('identity:get', () => this._withIdentityReadLimit(socket, () => this.handleIdentityGet(socket)));
on('identity:update', (data) => this.handleIdentityUpdate(socket, data));
// Spectator handlers
on('get_active_games', (options) => this.handleGetActiveGames(socket, options));
on('spectate_game', (data) => this.handleSpectateGame(socket, data));
on('leave_spectate', () => this.handleLeaveSpectate(socket));
// Tavern handlers (social hangout mode; refused server-side unless enabled)
on('tavern_join', (data) => {
Promise.resolve(this.tavernManager.join(socket, data)).catch(err => {
console.error('Tavern join failed:', err.message);
socket.emit('tavern_error', { message: 'Could not enter the tavern.' });
});
});
on('tavern_move', (data) => this.tavernManager.move(socket, data));
on('tavern_chat', (data) => this.tavernManager.chat(socket, data));
on('tavern_leave', () => this.tavernManager.leave(socket));
// Match mode handlers. Every match listener is wrapped so a match-layer fault can never
// crash the connection or leak a stack to the client; it logs and emits a benign
// 'match_error' instead. Identity is always resolved from the CONNECTION, never from the
// client payload.
on('match_queue', (data) => runAdmission('match_queue',
() => this._handleMatchQueue(socket, data)));
on('match_move', (data) => {
try {
this.matchManager.move(socket, data);
} catch (err) {
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] match_move error:', err.message);
socket.emit('match_error', { message: 'Move could not be processed.' });
}
});
on('match_leave', () => {
try {
this.matchManager.leave(socket);
} catch (err) {
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] match_leave error:', err.message);
socket.emit('match_error', { message: 'Could not leave the match.' });
}
});
on('match_reconnect', (data) => this._handleMatchReconnect(socket, data));
// Tavern match spectator bridge
on('tavern_match_list', () => {
const list = this.tavernMatchBridge ? this.tavernMatchBridge.getActiveMatches() : [];
socket.emit('tavern_match_list', list);
});
}
async handlePaymentRequest(socket, data = {}) {
if (this._isShuttingDown === true) {
this._rejectAdmissionDuringShutdown?.(socket, 'request_payment');
return;
}
const request = (data && typeof data === 'object') ? data : {};
const rlId = stableId(socket, this.sessionManager);
const rlIp = clientIp(socket);
const rateLimitResult = await this.rateLimiter.checkLimit(rlId, 'payment:create', rlIp);
if (!rateLimitResult.allowed) {
socket.emit('payment_error', {
error: 'Too many payment requests. Please wait and try again.',
code: 'RATE_LIMITED',
retryAfterMs: rateLimitResult.retryAfter
});
return;
}
// Count every accepted attempt before any wallet/DB work so invalid product ids or
// fairness payloads cannot be used to bypass the IP + stable-user bucket.
await this.rateLimiter.recordAttempt(rlId, 'payment:create', rlIp);
// Check before consuming a one-time fairness offer or touching wallet/DB state.
if (!requirePaidActionAcknowledgement(
this,
socket,
request.legalAcknowledgement,
'payment_error'
)) return;
const paymentType = request.type || request.gameMode || 'single_game';
if (typeof this.gameModeManager?.isPaymentIntakeEnabled === 'function'
&& !this.gameModeManager.isPaymentIntakeEnabled(paymentType)) {
socket.emit('payment_error', {
error: 'That paid product is not available on this server.',
code: 'PAYMENT_INTAKE_DISABLED'
});
return;
}
if (paymentType !== 'single_game') {
return this.paymentHandlers.handlePaymentRequest(socket, request);
}
const fairnessProof = this._consumeFairnessAttempt(socket, request);
if (!fairnessProof) return;
return this.paymentHandlers.handlePaymentRequest(socket, { ...request, fairnessProof });
}
/**
* Handle immediate start button (auto_start)
* Applies payment eligibility + payout address gating (for payout-eligible modes)
* If eligible, starts game immediately (bypassing block queue) and processes game start (credit deduction / payment linkage)
*/
async handleAutoStart(socket, opts = {}) {
if (this._isShuttingDown === true) {
this._rejectAdmissionDuringShutdown?.(socket, 'solo_start');
return;
}
try {
const wantsExplicitFree = opts.free === true && this.gameModeManager?.freePlayEnabled;
if (!wantsExplicitFree
&& !requirePaidActionAcknowledgement(this, socket, opts.legalAcknowledgement)) return;
const fairnessProof = this._consumeFairnessAttempt(socket, opts);
if (!fairnessProof) return;
let gameFairnessProof = fairnessProof;
// The player explicitly chose FREE play (Pleb board, no payment/payout). Only
// honoured when the instance allows free play; otherwise fall through to paid.
const wantsFree = wantsExplicitFree;
// Rate limiting for game starts, keyed on stable identity + IP so reconnecting
// (new socket.id) can't reset the limit.
const rlId = stableId(socket, this.sessionManager);
const rlIp = clientIp(socket);
const rateLimitResult = await this.rateLimiter.checkLimit(rlId, 'game:start', rlIp);
if (!rateLimitResult.allowed) {
this.broadcastManager.sendStatusUpdate(socket.id, 'warning',
`Please wait ${Math.ceil(rateLimitResult.retryAfter / 1000)} seconds before starting another game. (${rateLimitResult.remaining} attempts remaining)`);
return;
}
const existingGame = this.activeGames.get(socket.id);
if (existingGame) {
this.broadcastManager.sendStatusUpdate(socket.id, 'info', 'You are already in a game!');
return;
}
const memUser = this.connectionHandler.getUserBySocket(socket.id);
if (!memUser) {
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Could not start game (user not found). Please reconnect.');
return;
}
let canStart = { allowed: true, reason: 'Free mode' };
// Free play skips all payment/credits/payout-address gating below.
if (this.gameModeManager && !wantsFree) {
try {
canStart = await this.gameModeManager.canUserStartGame(socket.id);
} catch (e) {
console.error('Eligibility check failed:', e.message);
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Eligibility check failed.');
return;
}
if (!canStart.allowed) {
// Trigger payment request automatically for any payment-related action
if (canStart.action === 'make_payment' || canStart.action === 'purchase_credits' || canStart.action === 'choose_payment') {
await this.paymentHandlers.createAndShowPaymentRequest(socket, {
fairnessProof,
legalAcknowledgement: opts.legalAcknowledgement
});
return;
}
this.broadcastManager.sendStatusUpdate(socket.id, 'error', canStart.reason || 'Not allowed to start');
return;
}
// Address-gate the effective entry mode, not the instance's legacy/global mode.
// This matters on mixed direct+credits servers and when the master payout switch
// is off (no payout means no address should be required).
const effectiveMode = canStart.effectiveMode || this.gameModeManager.gameMode;
if (effectiveMode === 'PAID_SINGLE' && canStart.paymentId) {
// A direct invoice is already bound to the offer that was published before
// its address was shown. Never replace it with the fresh socket offer chosen
// after payment/reconnect.
gameFairnessProof = canStart.fairnessProof || null;
if (this.gameModeManager._requiresPaidFairnessV2?.() && !gameFairnessProof) {
this.broadcastManager.sendStatusUpdate(socket.id, 'error',
'This paid entry has no durable fairness binding and requires support review.');
return;
}
}
const needsAddress = typeof this.gameModeManager.requiresPayoutAddressForMode === 'function'
? this.gameModeManager.requiresPayoutAddressForMode(effectiveMode)
: ((effectiveMode === 'PAID_SINGLE')
|| (effectiveMode === 'PAID_CREDITS' && this.gameModeManager.creditsPayoutEnabled));
if (needsAddress) {
try {
// Always do fresh DB lookup for payout address (cache may be stale after address update)
const dbUser = await this.gameModeManager.getOrCreateUser(socket.id);
if (!dbUser.payout_address) {
this.broadcastManager.sendStatusUpdate(socket.id, 'payment', '⚠️ Use the "Manage Payout Address" button or paste your payout address here and type confirm. Payment request will appear automatically.');
return;
}
} catch (e) {
console.error('Payout address pre-check failed:', e.message);
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Address check failed, try again.');
return;
}
}
}
// Record the game start attempt (same stable id + IP as the check above)
await this.rateLimiter.recordAttempt(rlId, 'game:start', rlIp);
// Create game immediately
const blockHeight = this.debugManager.getCurrentBlockHeight ? this.debugManager.getCurrentBlockHeight() : null;
memUser.blockRec = blockHeight; // keep legacy timeout logic consistent
const game = await this.gameManager.createGameForUser(memUser, {
fairnessProof: gameFairnessProof
});
const state = game.getState();
state.blockHeight = blockHeight;
// Include provably fair commitment
if (game.getProofCommitment) {
state.proof = game.getProofCommitment();
}
// Process start (free / credits deduction / payment link)
if (this.gameModeManager) {
const startRes = await this.gameModeManager.processGameStart(socket.id, game.id, { forceFree: wantsFree });
if (!startRes.success) {
// Abort game
this.activeGames.delete(socket.id);
if (game.dbId && this.gameModeManager?.db) {
await this.gameModeManager.db.query(`
UPDATE games
SET status = 'expired', outcome = 'aborted', completed_at = NOW()
WHERE id = $1 AND entry_consumed_at IS NULL AND status = 'active'
`, [game.dbId]);
}
this.broadcastManager.sendStatusUpdate(socket.id, 'error', startRes.reason || 'Failed to start game.');
return;
}
// Emit credits_update if credits were spent
if (startRes.creditsRemaining !== undefined) {
this.io.to(socket.id).emit('credits_update', {
balance: startRes.creditsRemaining,
totalCreditsPurchased: startRes.totalCreditsPurchased || 0
});
}
}
this.io.to(socket.id).emit('game_start', state);
this.broadcastManager.sendStatusUpdate(socket.id, 'success', 'Game started! Escape before the next block!');
} catch (err) {
console.error('handleAutoStart error:', err);
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Unexpected error starting game.');
}
}
/**
* Handle join_queue request: adds the player to the block queue instead of starting immediately
*/
async handleJoinQueue(socket, opts = {}) {
if (this._isShuttingDown === true) {
this._rejectAdmissionDuringShutdown?.(socket, 'solo_queue');
return;
}
try {
const rlId = stableId(socket, this.sessionManager);
const rlIp = clientIp(socket);
const rateLimitResult = await this.rateLimiter.checkLimit(rlId, 'game:queue', rlIp);
if (!rateLimitResult.allowed) {
socket.emit('queue_error', {
message: 'Too many queue attempts. Please wait and try again.',
code: 'RATE_LIMITED',
retryAfterMs: rateLimitResult.retryAfter
});
return;
}
await this.rateLimiter.recordAttempt(rlId, 'game:queue', rlIp);
const wantsExplicitFree = opts.free === true && this.gameModeManager?.freePlayEnabled;
if (!wantsExplicitFree
&& !requirePaidActionAcknowledgement(this, socket, opts.legalAcknowledgement)) return;
const fairnessProof = this._consumeFairnessAttempt(socket, opts);
if (!fairnessProof) return;
await this.queueHandler.handleGameQueue(
socket,
this.connectionHandler.getUserBySocket.bind(this.connectionHandler),
{ ...opts, fairnessProof }
);
// queueHandler already emits queue status and adds to queue
// Client receives queue_joined event from broadcastManager
const pos = this.queueManager.getPlayerIndex(socket.id);
if (pos !== -1) {
const currentBlock = this.debugManager.getCurrentBlockHeight ? this.debugManager.getCurrentBlockHeight() : 0;
socket.emit('queue_joined', {
position: pos + 1,
currentBlock: currentBlock,
nextBlock: currentBlock + 1
});
}
} catch (err) {
console.error('handleJoinQueue error:', err);
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Failed to join queue.');
}
}
/**
* Handle early entry request - start game immediately without waiting for block
* Only available for free mode and credits mode (not direct payment mode)
*/
async handleEarlyEntry(socket, opts = {}) {
if (this._isShuttingDown === true) {
this._rejectAdmissionDuringShutdown?.(socket, 'early_entry');
return;
}
try {
// Early entry CREATES A GAME and may consume a credit, so it carries the same
// reconnect-proof admission budget as auto_start / join_queue / request_payment.
// The downstream limiter keys on the raw, volatile socket.id with no IP bucket, so
// it alone would let a reconnect reset the allowance.
const rlId = stableId(socket, this.sessionManager);
const rlIp = clientIp(socket);
const rateLimitResult = await this.rateLimiter.checkLimit(rlId, 'game:queue', rlIp);
if (!rateLimitResult.allowed) {
this.broadcastManager.sendStatusUpdate(socket.id, 'warning',
`Slow down; try entering again in ${Math.ceil(rateLimitResult.retryAfter / 1000)}s.`);
return;
}
await this.rateLimiter.recordAttempt(rlId, 'game:queue', rlIp);
// Early entry is free only on a free-only instance. Mixed/credits entry may consume a
// credit, so treat ambiguous mixed-mode requests as paid and fail closed.
if (this.gameModeManager?.gameMode !== 'FREE'
&& !requirePaidActionAcknowledgement(this, socket, opts.legalAcknowledgement, 'early_entry_error')) return;
const fairnessProof = this._consumeFairnessAttempt(socket, opts);
if (!fairnessProof) return;
const result = await this.queueHandler.handleEarlyEntry(
socket,
this.connectionHandler.getUserBySocket.bind(this.connectionHandler),
{ fairnessProof }
);
if (result.success) {
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`⚡ Early entry successful for ${socket.id}`);
}
}
} catch (err) {
console.error('handleEarlyEntry error:', err);
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Unexpected error with early entry.');
}
}
async handleAddressPrompt(socket) {
try {
if (this.chatHandler && typeof this.chatHandler.promptAddress === 'function') {
await this.chatHandler.promptAddress(socket);
return;
}
let existingAddress = null;
if (this.gameModeManager) {
try {
const userRow = await this.gameModeManager.getOrCreateUser(socket.id);
existingAddress = userRow?.payout_address || null;
} catch (err) {
if (this.debugManager?.CONSOLE_LOGGING) {
console.warn('Address prompt lookup failed:', err.message);
}
}
}
this.io.to(socket.id).emit('address_prompt', {
existingAddress,
message: existingAddress ? 'Update your payout address anytime.' : 'Add a payout address to receive rewards.'
});
} catch (error) {
const normalized = normalizeError(error, 'Unable to open address manager');
this.broadcastManager.sendStatusUpdate(socket.id, 'error', normalized.safeMessage || 'Address manager unavailable.');
}
}
async handleAddressUpdate(socket, data) {
try {
const address = typeof data?.address === 'string' ? data.address.trim() : '';
if (!address) {
this.broadcastManager.sendStatusUpdate(socket.id, 'warning', 'Please enter a payout address before saving.');
this.io.to(socket.id).emit('address_update_error', { message: 'Please enter a payout address before saving.' });
return;
}
const rlId = stableId(socket, this.sessionManager);
const rlIp = clientIp(socket);
const rateLimitResult = await this.rateLimiter.checkLimit(rlId, 'address:set', rlIp);
if (!rateLimitResult.allowed) {
this.broadcastManager.sendStatusUpdate(socket.id, 'warning',
`Address changes are rate limited. Try again in ${Math.ceil(rateLimitResult.retryAfter / 1000)} seconds.`);
this.io.to(socket.id).emit('address_update_error', { message: 'Address changes are temporarily rate limited.' });
return;
}
await this.rateLimiter.recordAttempt(rlId, 'address:set', rlIp);
await this.addressManager.saveAddress(socket.id, address);
} catch (err) {
const normalized = normalizeError?.(err, 'Failed to update payout address') || err;
this.broadcastManager.sendStatusUpdate(socket.id, 'error', normalized.safeMessage || 'Failed to update payout address.');
this.io.to(socket.id).emit('address_update_error', { message: normalized.safeMessage || 'Failed to update payout address.' });
}
}
/**
* Resolve the stable match session/identity for a connection. Identity is derived ONLY
* from the CONNECTION (the session cache, then a DB lookup by socket), never from any
* client-supplied payload, so a client can't act on another user's behalf. Mirrors how
* other handlers resolve identity via sessionManager.
* @returns {Promise<{userId:number, socketId:string, sessionToken:(string|null), user:Object}|null>}
*/
async _resolveMatchSession(socket) {
if (!this.sessionManager || !socket) return null;
let sessionUser = null;
try {
sessionUser = this.sessionManager.sessions?.get(socket.id) || null;
} catch (_) { sessionUser = null; }
if (!sessionUser) {
try { sessionUser = await this.sessionManager.getBySocket(socket.id); } catch (_) { sessionUser = null; }
}
if (!sessionUser || sessionUser.id == null) return null;
return {
userId: sessionUser.id,
socketId: socket.id,
sessionToken: sessionUser.anon_token || null,
user: sessionUser
};
}
/**
* Handle a match-mode queue join/leave. The economy comes from the payload but the
* IDENTITY is resolved from the connection, never from data. Never throws: any fault
* is logged and reported to the client via 'match_error'. If match mode is disabled /
* the queue is absent, respond benignly and return.
* @param {Object} socket
* @param {{action?:('join'|'leave'), economy?:string}} data
*/
async _handleMatchQueue(socket, data = {}) {
try {
// Match disabled or queue not wired → benign no-op.
if (!this.matchQueue || (typeof this.matchQueue.isEnabled === 'function' && !this.matchQueue.isEnabled())) {
return;
}
const action = (data && data.action === 'leave') ? 'leave' : 'join';
if (action === 'join' && this._isShuttingDown === true) {
this._rejectAdmissionDuringShutdown?.(socket, 'match_queue');
return;
}
if (action === 'join' && this.activeGames?.has(socket.id)) {
const soloGame = this.activeGames.get(socket.id);
socket.emit('match_error', {
message: soloGame?.settlementPending
? 'Your finished solo game is still being saved. Wait for settlement before joining a match.'
: 'Finish your solo game before joining a match.',
code: soloGame?.settlementPending ? 'SOLO_SETTLEMENT_PENDING' : 'SOLO_GAME_ACTIVE'
});
return;
}
// A leave is never throttled: users must always be able to release queued escrow.
// Joins share the reconnect-proof solo/match queue bucket to bound DB churn.
if (action === 'join') {
const rlId = stableId(socket, this.sessionManager);
const rlIp = clientIp(socket);
const rateLimitResult = await this.rateLimiter.checkLimit(rlId, 'game:queue', rlIp);
if (!rateLimitResult.allowed) {
socket.emit('match_error', {
message: 'Too many queue attempts. Please wait and try again.',
code: 'RATE_LIMITED',
retryAfterMs: rateLimitResult.retryAfter
});
return;
}
await this.rateLimiter.recordAttempt(rlId, 'game:queue', rlIp);
}
const session = await this._resolveMatchSession(socket);
if (!session) {
socket.emit('match_error', { message: 'Please reconnect before joining a match.' });
return;
}
const economy = (data && typeof data.economy === 'string') ? data.economy : undefined;
// Carry economy on the session too, so a leave(session) that keys on economy and
// an enqueue(session,{economy}) that keys on the explicit arg both stay correct.
const matchSession = { ...session, economy };
if (action === 'leave') {
const result = await this.matchQueue.leave(matchSession);
socket.emit('match_queue_left', { ...(result || { success: false }), economy });
} else {
if ((economy === 'credits_prestige' || economy === 'crypto_race')
&& !requirePaidActionAcknowledgement(this, socket, data.legalAcknowledgement, 'match_error')) return;
const result = await this.matchQueue.enqueue(matchSession, { economy });
socket.emit('match_queue_joined', { ...(result || { success: false }), economy });
}
} catch (err) {
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] _handleMatchQueue error:', err.message);
socket.emit('match_error', { message: 'Could not update the match queue. Please try again.' });
}
}
/**
* Handle a match-mode reconnect. Resolves identity from the connection and hands the
* live socket + session to the match manager. Same never-throw discipline as the other
* match listeners; benign no-op when match mode is disabled.
*/
async _handleMatchReconnect(socket, data = {}) {
try {
if (!this.matchManager || this.matchManager.enabled === false) {
return;
}
const session = await this._resolveMatchSession(socket);
if (!session) return;
await this.matchManager.handleReconnect(socket, session);
} catch (err) {
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] match_reconnect error:', err.message);
socket.emit('match_error', { message: 'Could not rejoin the match.' });
}
}
/** Return the active socket instance by id (io.sockets.sockets Map) */
_getLiveSocket(socketId) {
try {
return this.io.sockets.sockets.get(socketId) || null;
} catch(_) { return null; }
}
/**
* Handle game entry request (delegates to the queue)
*/
handleGameEntry(socket) {
return this.handleGameQueue(socket);
}
/**
* Handle game queue request (delegates to QueueHandler)
*/
async handleGameQueue(socket) {
return this.queueHandler.handleGameQueue(socket, (socketId) => this.connectionHandler.getUserBySocket(socketId));
}
/**
* Handle queue cancellation (delegates to QueueHandler)
*/
handleCancelEntry(socket) {
return this.queueHandler.handleCancelEntry(socket);
}
/**
* Handle stats request
*/
async handleStatsRequest(socket) {
try {
const stats = {
rateLimiter: this.rateLimiter.getStats(),
memoryManager: this.memoryManager.getStats(),
connections: this.connectionHandler.getStats(),
chat: this.chatHandler.getStats(),
activeGames: this.activeGames.size,
queueLength: this.queueManager.getQueueLength()
};
this.broadcastManager.sendStatusUpdate(socket.id, 'info',
`Server Stats: ${stats.activeGames} active games, ${stats.queueLength} in queue, ${stats.connections.clientSocketMappings} connections`);
} catch (error) {
console.error('handleStatsRequest error:', error);
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Failed to get stats.');
}
}
/**
* Handle game over scenarios (delegates to GameManager)
*/
async handleGameOver(socket, game, status, reason, message, score = 0) {
return this.gameManager.handleGameOver(socket, game, status, reason, message, score);
}
/**
* Handle client disconnection with proper cleanup
* Preserves game state for reconnection when user has a valid session
*/
handleDisconnect(socket) {
if (this.fairnessOffers) this.fairnessOffers.discardSocket(socket.id);
if (this.paymentHandlers?.clearPendingCommerceAcknowledgement) {
this.paymentHandlers.clearPendingCommerceAcknowledgement(socket.id);
}
if (this.paymentHandlers?.pendingEntryFairness) {
this.paymentHandlers.pendingEntryFairness.delete(socket.id);
}
// Use connection handler for main disconnect logic
this.connectionHandler.handleDisconnect(socket, async (socket) => {
const socketId = socket.id;
const activeGame = this.activeGames.get(socketId);
// Resolve the stable DB user id that suspend/restore keys on. Preference order:
// 1. the id stamped on the game at creation (always present for any game
// started with a session; no lookup, can't fail),
// 2. the in-memory session cache,
// 3. a DB lookup as a last resort.
// Every game, paid or free, is preserved and reconnectable as long as a stable
// id resolves, which it does whenever a session was ever established.
let dbUserId = activeGame?.dbUserId || null;
if (!dbUserId && this.sessionManager) {
try { dbUserId = this.sessionManager.sessions?.get(socketId)?.id || null; } catch (_) {}
if (!dbUserId) {
try { const u = await this.sessionManager.getBySocket(socketId); dbUserId = u?.id || null; } catch (_) {}
}
}
// A retry can commit while the async identity lookup above is in flight. Re-check the
// retained object immediately before suspension so a completed terminal game cannot
// be resurrected as a reconnectable/"playable" game.
if (activeGame?.settlementCommitted) {
this.activeGames.delete(socketId);
} else if (activeGame && dbUserId && this.suspendedGameManager) {
// Suspend the game so it can be restored on reconnect (keyed by dbUserId).
const suspended = this.suspendedGameManager.suspendGame(dbUserId, socketId, activeGame, {
paymentMonitoringActive: this.paymentHandlers?.hasActiveMonitoring?.(socketId) || false
});
this.activeGames.delete(socketId);
if (suspended) {
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`[SocketHandlers] Game suspended for user ${dbUserId} (socket: ${socketId})`);
}
} else {
console.error(`[SocketHandlers] suspendGame returned false for user ${dbUserId} (socket ${socketId}); game ${activeGame.id || 'unknown'} not restorable.`);
}
} else {
if (activeGame) {
// Reachable only when no stable identity resolved at all, i.e. a session
// was never established (e.g. DB unavailable at connect), so there is
// genuinely no id to restore the game under. Record it for auditing.
console.error(`[SocketHandlers] Active game dropped without suspension, no stable user id `
+ `(socket=${socketId}, mode=${activeGame.paymentMode || activeGame.gameMode || 'unknown'}, `
+ `gameId=${activeGame.id || 'unknown'}). Cannot restore a game without a session identity.`);
}
this.activeGames.delete(socketId);
}
// Release anyone watching this run. Suspension and the no-identity drop above both
// remove the game from activeGames without going through the settlement publisher that
// normally calls this, so without it those spectators are stranded in a dead room.
if (activeGame?.id && this.spectatorManager?.notifyGameEnded) {
try {
this.spectatorManager.notifyGameEnded(activeGame.id, {
status: 'interrupted',
message: 'The player disconnected.'
}, 'player_disconnected');
} catch (err) {
if (this.debugManager?.CONSOLE_LOGGING) {
console.error('[SocketHandlers] spectator release failed:', err.message);
}
}
}
// Clean up payment monitoring (but remember it was active for restoration)
if (this.paymentHandlers && typeof this.paymentHandlers.stopMonitoringForSocket === 'function') {
this.paymentHandlers.stopMonitoringForSocket(socketId);
}
// NOTE: Do NOT call walletService.cleanupUserPayments() here.
// addressToUser entries must persist so checkPaymentStatus() can query the wallet
// RPC after session resumption. They get cleaned up when payments are confirmed or expired.
// Preserve queue entry for users with session/payment
// The queue entry's socketId will be updated on reconnection
if (this.queueManager && typeof this.queueManager.removePlayer === 'function') {
if (this.queueManager.isValuableEntry && !this.queueManager.isValuableEntry(socketId)) {
this.queueManager.removePlayer(socketId);
} else if (this.debugManager.CONSOLE_LOGGING && this.queueManager.isValuableEntry && this.queueManager.isValuableEntry(socketId)) {
console.log(`[SocketHandlers] Preserving queue entry for ${socketId} (user has session/payment)`);
} else if (!this.queueManager.isValuableEntry) {
// Fallback for safety if method not found
this.queueManager.removePlayer(socketId);
}
}
// Clear any pending address confirmations
if (this.chatHandler) {
this.chatHandler.clearAddressConfirmation(socketId);
}
// Clean up spectator state
if (this.spectatorManager) {
this.spectatorManager.handleDisconnect(socketId);
}
// Per-socket bookkeeping keyed on the VOLATILE socket id. Nothing else ever removes
// these, so without an explicit disconnect sweep each one accrues a permanent entry per
// socket that ever moved / ever triggered address detection.
if (this.movementManager?.forgetSocket) this.movementManager.forgetSocket(socketId);
if (this.addressManager?.forgetSocket) this.addressManager.forgetSocket(socketId);
// Clean up tavern presence
if (this.tavernManager) {
this.tavernManager.handleDisconnect(socketId);
}
// Clean up match presence (starts the AFK grace timer). Takes the live socket.
// Guarded so a match-layer fault can't abort disconnect cleanup.
if (this.matchManager) {
try {
this.matchManager.handleDisconnect(socket);
} catch (err) {
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] match handleDisconnect error:', err.message);
}
}
// Evict the cached session row LAST (after the suspend logic above read it),
// so the sessions map doesn't grow unbounded with every socket ever seen.
if (this.sessionManager?.removeSocket) {
this.sessionManager.removeSocket(socketId);
}
});
}
async _emitIdentity(socket, extra = {}) {
if (!this.identityService || !socket) return null;
const snapshot = await this.identityService.identityForSocket(socket);
socket.emit('identity_update', { ...snapshot, ...extra });
return snapshot;
}
async _entitlementsForSocket(socket) {
if (!this.identityService || !socket) return { premium: false, level: 'free', packs: {}, totalCreditsPurchased: 0 };
return this.identityService.entitlementsForSocket(socket);
}
async handleIdentityGet(socket) {
try {
await this._emitIdentity(socket);
} catch (err) {
socket.emit('identity_error', { message: 'Could not load character identity.' });
}
}
async handleIdentityUpdate(socket, data = {}) {
try {
const rlId = stableId(socket, this.sessionManager);
const rlIp = clientIp(socket);
const rateLimitResult = await this.rateLimiter.checkLimit(rlId, 'identity:update', rlIp);
if (!rateLimitResult.allowed) {
socket.emit('identity_error', { message: 'Character changes are temporarily rate limited.' });
return;
}
await this.rateLimiter.recordAttempt(rlId, 'identity:update', rlIp);
const input = data && data.appearance ? data.appearance : data;
const snapshot = await this.identityService.saveAppearanceForSocket(socket, input);
socket.emit('identity_update', { ...snapshot, saved: true });
} catch (err) {
const normalized = normalizeError(err, 'Failed to update character identity');
socket.emit('identity_error', { message: normalized.safeMessage || 'Could not save character identity.' });
}
}
/**
* Contain a socket-listener fault to the socket that caused it.
*
* Never rethrows and never touches process state: the entire point is that a malformed client
* payload must not reach the fatal `uncaughtException` / `unhandledRejection` handlers.
*/
_onHandlerFault(socket, event, err) {
console.error(`❌ Socket handler '${event}' faulted:`, (err && err.message) || err);
if (err && err.stack && this.debugManager?.CONSOLE_LOGGING) console.error(err.stack);
try {
// Deliberately generic: a client must never learn where in the server it broke.
socket.emit('error_message', { message: 'That request could not be processed.' });
} catch (_) { /* socket already gone */ }
}
/**
* Gate a cheap-looking read that actually hits the database.
*
* `identity:get` and `address:prompt` each run getOrCreateUser (a users SELECT plus an
* UPDATE ... SET last_active) and an entitlements SELECT, so without a limit a single socket
* can pipeline them at packet rate. Uses the reconnect-proof stable id + IP buckets, so
* dropping and re-opening the socket does not reset the budget.
*/
async _withIdentityReadLimit(socket, task) {
const rlId = stableId(socket, this.sessionManager);
const rlIp = clientIp(socket);
const verdict = await this.rateLimiter.checkLimit(rlId, 'identity:read', rlIp);
if (!verdict.allowed) return;
await this.rateLimiter.recordAttempt(rlId, 'identity:read', rlIp);
return task();
}
/**
* Handle debug ping.
*
* `data` is fully attacker-controlled and may be absent or a non-object: `socket.emit('debug_ping')`
* sends no argument at all, and `emit('debug_ping', null)` defeats a default parameter.
*/
handleDebugPing(socket, data) {
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`Debug ping received from ${socket.client.id}`);
}
const clientTime = (data && typeof data === 'object' && data.time != null) ? data.time : null;
socket.emit('debug_pong', {
message: "Hello from server!",
clientTime,
serverTime: Date.now(),
socketId: socket.client.id
});
}
/**
* Restore payment monitoring for a reconnecting user.
* Queries DB for pending payments and restarts monitoring if found.
* @param {Object} socket - The socket connection
* @param {number} dbUserId - The DB user ID
*/
async _restorePaymentMonitoring(socket, dbUserId) {
if (!dbUserId || !this.paymentHandlers || !this.gameModeManager) {
return;
}
try {
// Query for pending (unpaid) payment requests for this user
const pendingResult = await this.gameModeManager.db.query(`
SELECT id, subaddress, expected_amount, payment_type, description, expires_at, address_index,
fairness_proof_version, fairness_offer_id, fairness_offer_issued_at,
fairness_commitment, fairness_server_seed, fairness_client_seed,
fairness_bound_at, fairness_consumed_at
FROM payments
WHERE user_id = $1
AND status = 'pending'
AND expires_at > NOW()
ORDER BY created_at DESC
LIMIT 1
`, [dbUserId]);
if (pendingResult.rows.length === 0) {
// No pending payment to restore
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`[RestorePayment] No pending payment for user ${dbUserId}`);
}
return;
}
const payment = pendingResult.rows[0];
const fairnessProof = payment.payment_type === 'single_game'
&& typeof this.gameModeManager._paymentFairnessProofFromRow === 'function'
? this.gameModeManager._paymentFairnessProofFromRow(payment)
: null;
if (payment.payment_type === 'single_game'
&& typeof this.gameModeManager._requiresPaidFairnessV2 === 'function'
&& this.gameModeManager._requiresPaidFairnessV2()
&& (!fairnessProof || payment.fairness_consumed_at != null)) {
console.error(`[RestorePayment] Refusing to monitor unbound paid entry ${payment.id}`);
this.broadcastManager.sendStatusUpdate(socket.id, 'error',
'This paid entry has no durable fairness binding and requires support review.');
return;
}
const cryptoType = this.gameModeManager.cryptoType;
const formattedAmount = this.gameModeManager.formatAtomicHuman
? this.gameModeManager.formatAtomicHuman(payment.expected_amount, 3)
: payment.expected_amount;
// Generate QR code
let qrDataUrl = null;
try {
const { generatePaymentQR } = require('../payments/qrService');
qrDataUrl = await generatePaymentQR(
payment.subaddress,
payment.expected_amount,
cryptoType,
payment.description || 'Restored payment',
this.gameModeManager.currencyDecimals
);
} catch (qrErr) {
console.warn('QR generation failed during restore:', qrErr.message);
}
// Re-emit payment_created to the client
socket.emit('payment_created', {
paymentId: payment.id,
address: payment.subaddress,
amount: payment.expected_amount,
amountFormatted: formattedAmount,
humanAmount: formattedAmount,
paymentType: payment.payment_type,
cryptoType: cryptoType,
description: payment.description,
expiresAt: payment.expires_at,
qr: qrDataUrl,
restored: true,
fairness: fairnessProof ? {
proofVersion: fairnessProof.proofVersion,
offerId: fairnessProof.offerId,
offerIssuedAt: fairnessProof.offerIssuedAt,
commitment: fairnessProof.commitment,
clientSeed: fairnessProof.clientSeed
} : null
});
// Get current user object for queue operations
const currentUser = this.connectionHandler.getUserBySocket(socket.id) || { serverId: socket.id };
// Create a mock paymentRequest object for _monitorAddress
const paymentRequest = {
id: payment.id,
address: payment.subaddress,
amount: payment.expected_amount,
amountFormatted: formattedAmount,
package: null,
fairnessProof
};
// Re-register address in wallet service so checkPaymentStatus() can query the wallet RPC.
// This is essential after server restart or if the entry was lost during disconnect.
if (this.walletService && payment.subaddress) {
this.walletService.addressToUser.set(payment.subaddress, {
userId: String(dbUserId),
socketId: socket.id,
amount: money.toSafe(money.toBig(payment.expected_amount)),
addressIndex: payment.address_index ?? 0,
accountIndex: 0,
detected: false,
confirmed: false,
status: 'pending'
});
}
// Clear any monitoring already attached to this socket before restarting it.
this.paymentHandlers.stopMonitoringForSocket(socket.id);
if (typeof this.paymentHandlers._monitorAddress === 'function') {
this.paymentHandlers._monitorAddress(
socket,
paymentRequest,
payment.expected_amount,
cryptoType,
currentUser,
payment.payment_type,
fairnessProof
);
}
// Send status update
this.broadcastManager.sendStatusUpdate(
socket.id,
'payment',
`🔁 Restored pending payment request.\n\nAmount: ${formattedAmount} ${cryptoType}\nAddress: ${payment.subaddress}`
);
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`💳 [RestorePayment] Restored monitoring for user ${dbUserId}, payment ${payment.id}`);
}
} catch (error) {
console.error(`[RestorePayment] Error restoring payment for user ${dbUserId}:`, error.message);
}
}
// Helper methods
/**
* Get user by socket ID with fallback mapping (delegates to connection handler)
*/
getUserBySocket(socketId) {
return this.connectionHandler.getUserBySocket(socketId);
}
// Helper methods (delegated to other managers)
/**
* Create a new game for a user (delegates to GameManager)
*/
createGameForUser(user, options = {}) {
return this.gameManager.createGameForUser(user, options);
}
/**
* Check if monster caught player (delegates to GameManager)
*/
checkMonsterKill(player, monster) {
return this.gameManager.checkMonsterKill(player, monster);
}
/**
* Log game update debug information (delegates to GameManager)
*/
logGameUpdate(socketId, gameState) {
return this.gameManager.logGameUpdate(socketId, gameState);
}
// Queue management methods (delegates to QueueHandler)
/**
* Start games for waiting players when a new block is found
*/
async startGamesForWaiting(blockHeight) {
if (this._isShuttingDown) return null;
return this._runAdmission(null, 'block_queue_start', async () => {
// Start queued single-player games first and capture the result to return.
const result = await this.queueHandler.startGamesForWaiting(blockHeight);
// Keep scheduler work inside the tracked admission boundary. A match-layer fault still
// cannot fail solo processing, but shutdown now knows when the pre-barrier block tick
// has reached a stable state.
if (this.matchScheduler) {
await this.matchScheduler.onBlock(blockHeight).catch(err => {
if (this.debugManager.CONSOLE_LOGGING) console.error('[SocketHandlers] Match scheduler block error:', err);
});
}
return result;
});
}
/**
* Check for game timeouts based on block height
*/
async checkGamesTimeout(currentHeight) {
if (this._isShuttingDown) return;
return this._runAdmission(null, 'block_game_timeout', async () => {
// Snapshot the entries first: handleGameOver mutates activeGames (it deletes the
// entry), so iterating the live Map could skip games. Process sequentially and
// await each game-over rather than firing them all off concurrently on one tick.
// Anti-instant-death guard ONLY (default 2s, set 0 to disable). Random block timing
// is the game's core mechanic and is deliberately preserved; this is not a fairness
// floor. It only avoids the degenerate case where a block lands in the same instant
// the game starts and the player dies before the dungeon even renders / before their
// first move is possible (100ms move cooldown).
const graceMs = (() => {
const value = parseInt(process.env.GAME_START_GRACE_MS, 10);
return Number.isFinite(value) ? value : 2000;
})();
const now = Date.now();
const snapshot = Array.from(this.activeGames.entries());
for (const [socketId, game] of snapshot) {
// A pass can have crossed the admission gate before shutdown and then yielded
// while settling an earlier game. Never let it install a later terminal intent
// after the shutdown producer drain has begun.
if (this._isShuttingDown) break;
// The snapshot can go stale while awaiting a previous game-over. If this game
// was concurrently won or otherwise ended (removed from activeGames on another
// async path), never re-end it here as a loss/timeout.
if (!this.activeGames.has(socketId)) continue;
// Terminal games deliberately remain mapped until their DB transaction succeeds.
// Never race that frozen result with a later block-timeout loss.
if (game?.settlementPending || game?.settlementCommitted || game?.gameState === 'ended') continue;
const user = this.connectionHandler.getUserBySocket(socketId);
if (!user) continue;
// Only end when the entry block is DEFINED and a later block has arrived. With no
// entry block recorded for this player, the current height becomes the first
// observation, so a missing value means neither immortal (never times out) nor
// instant-death (times out on the first tick).
if (user.blockRec == null) {
user.blockRec = currentHeight;
continue;
}
const elapsedMs = now - (game.startedAt || now);
if (currentHeight > user.blockRec && elapsedMs >= graceMs) {
// Keep this check immediately adjacent to terminal mutation. The synchronous
// beginShutdown flag is the authoritative cut between snapshot/restart work.
if (this._isShuttingDown) break;
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`💀 GAME TIMEOUT for player ${socketId}: entered on block ${user.blockRec}, died on block ${currentHeight}`);
}
game.gameState = 'lost';
const fakeSocket = { id: socketId };
try {
await this.handleGameOver(fakeSocket, game, 'lost', 'timeout', 'You didn\'t escape before the block time limit!');
} catch (e) {
console.error(`checkGamesTimeout: handleGameOver failed for ${socketId}:`, e.message);
}
}
}
});
}
// Payment system handlers (delegated to PaymentHandlers when present)
async handleCheckPaymentStatus(socket, data) {
if (this.paymentHandlers && typeof this.paymentHandlers.handleCheckPaymentStatus === 'function') {
return this.paymentHandlers.handleCheckPaymentStatus(socket, data);
}
}
async handleGetUserCredits(socket) {
if (this.paymentHandlers && typeof this.paymentHandlers.handleGetUserCredits === 'function') {
return this.paymentHandlers.handleGetUserCredits(socket);
}
}
// ====== SPECTATOR HANDLERS ======
/**
* Handle request for active games list
*/
handleGetActiveGames(socket, options = {}) {
try {
const gameList = this.spectatorManager.getActiveGamesList(options);
socket.emit('active_games', gameList);
} catch (err) {
console.error('handleGetActiveGames error:', err);
socket.emit('error', { message: 'Failed to get games list' });
}
}
/**
* Handle request to spectate a specific game
*/
handleSpectateGame(socket, data) {
try {
if (!data || !data.gameId) {
socket.emit('spectate_error', { message: 'Game ID is required' });
return;
}
// Check if user is currently in a game (can't spectate while playing)
if (this.activeGames.has(socket.id)) {
socket.emit('spectate_error', { message: 'Cannot spectate while in a game' });
return;
}
// Leave lobby when starting to spectate
this.spectatorManager.leaveLobby(socket.id);
const result = this.spectatorManager.addSpectator(socket.id, data.gameId);
if (result.success) {
socket.emit('spectate_start', {
gameId: result.gameId,
playerId: result.playerSocketId?.substring(0, 6),
initialState: result.initialState,
spectatorCount: result.spectatorCount
});
this.broadcastManager.sendStatusUpdate(socket.id, 'info',
`👁️ Now spectating game by player ${result.playerSocketId?.substring(0, 6)}`);
} else {
socket.emit('spectate_error', { message: result.reason });
// Rejoin lobby if spectating failed
this.spectatorManager.joinLobby(socket.id);
}
} catch (err) {
console.error('handleSpectateGame error:', err);
socket.emit('spectate_error', { message: 'Failed to join game as spectator' });
}
}
/**
* Handle request to leave spectating
*/
handleLeaveSpectate(socket) {
try {
const wasSpectating = this.spectatorManager.removeSpectator(socket.id);
if (wasSpectating) {
socket.emit('spectate_ended', { reason: 'user_left' });
this.broadcastManager.sendStatusUpdate(socket.id, 'info', '👁️ Left spectator mode');
}
// Rejoin lobby
this.spectatorManager.joinLobby(socket.id);
// Send updated games list
const gameList = this.spectatorManager.getActiveGamesList({ page: 1, pageSize: 20 });
socket.emit('active_games', gameList);
} catch (err) {
console.error('handleLeaveSpectate error:', err);
}
}
/**
* Get comprehensive statistics
*/
getStats() {
return {
activeGames: this.activeGames.size,
rateLimiter: this.rateLimiter.getStats(),
memoryManager: this.memoryManager.getStats(),
connections: this.connectionHandler.getStats(),
chat: this.chatHandler.getStats(),
games: this.gameManager.getStats(),
queue: this.queueHandler.getStats(),
spectators: this.spectatorManager ? this.spectatorManager.getStats() : null,
tavern: this.tavernManager ? this.tavernManager.getStats() : null
};
}
/**
* Shutdown method to clean up all resources and prevent memory leaks
*/
async shutdown() {
this.beginShutdown();
if (this.debugManager.CONSOLE_LOGGING) {
console.log('🛑 SocketHandlers shutting down...');
}
// Let work that crossed the synchronous admission boundary reach a stable state before
// freezing the settlement set. This includes a block-timeout pass paused on an earlier
// game's durable completion.
await this.drainShutdownProducers();
// Settle terminal solo runs while the DB pool is still open. This is idempotent if the
// top-level graceful-shutdown path already drained them.
if (this.gameManager?.shutdown) {
const soloDrain = await this.gameManager.shutdown();
if (soloDrain.pending > 0) {
console.error(`[SocketHandlers] ${soloDrain.pending} solo settlement(s) remain pending at shutdown.`);
}
}
// Shutdown components in reverse order of initialization
if (this.tavernManager) {
this.tavernManager.shutdown();
}
if (this.matchScheduler) {
await this.matchScheduler.shutdown();
}
if (this.matchQueue) {
await this.matchQueue.shutdown().catch(() => {});
}
if (this.matchManager) {
this.matchManager.shutdown();
}
if (this.spectatorManager) {
this.spectatorManager.shutdown();
}
if (this.chatHandler) {
this.chatHandler.shutdown();
}
if (this.connectionHandler) {
this.connectionHandler.shutdown();
}
if (this.rateLimiter) {
this.rateLimiter.shutdown();
}
if (this.memoryManager) {
// Force final cleanup before shutdown
await this.memoryManager.forceCleanup();
this.memoryManager.shutdown();
}
// Dispose components whose timers/maps would otherwise leak on shutdown.
if (this.sessionManager?.dispose) this.sessionManager.dispose();
if (this.suspendedGameManager?.cleanup) this.suspendedGameManager.cleanup();
if (this.paymentHandlers?.dispose) this.paymentHandlers.dispose();
// Clear remaining data structures
this.activeGames.clear();
if (this.debugManager.CONSOLE_LOGGING) {
console.log('✅ SocketHandlers shutdown complete');
}
}
}
module.exports = SocketHandlers;