feat: playable arcade — rooms, identity, client, deployment

Round length is now bounded: the multiplier follows a hyperbolic curve
diverging at 60s, replacing an exponential one where a 275x crash point
produced a two-and-a-half minute round.

Fixes seed reveal, which silently failed every round because pgx cannot
encode a fixed-size byte array as bytea.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
drjones
2026-08-05 15:34:52 +00:00
parent 41c1bb2fdf
commit 2a2a1db8de
17 changed files with 2885 additions and 25 deletions

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.gitignore vendored Normal file
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bin/
*.log

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Dockerfile Normal file
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# Build the server as a static binary with the client embedded in it, then ship
# it on a minimal base. The result is one file with no runtime dependencies.
FROM golang:1.26-alpine AS build
WORKDIR /src
COPY go.mod go.sum ./
RUN go mod download
COPY . .
RUN CGO_ENABLED=0 go build -trimpath -ldflags="-s -w" -o /out/arcade ./cmd/arcade
FROM gcr.io/distroless/static-debian12
COPY --from=build /out/arcade /arcade
EXPOSE 8080
USER nonroot:nonroot
ENTRYPOINT ["/arcade"]

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README.md Normal file
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# Quantum Arcade
A private physics arcade for one Linux box and the people on your network.
Drop-in crash rounds, instant scratch tickets, a real double-entry ledger, and
outcomes any player can verify on their own phone.
## What it is
Three shared crash games — a rocket fighting gravity, a decaying orbit, and a
stacking tower — running on a five-minute heartbeat, plus instant scratch
tickets to play between rounds. Identity is a keypair your browser generates;
there is no account, no email, and no password.
Everything runs on one machine: one Go binary with the client embedded,
PostgreSQL, and Redis.
## Running it
```bash
docker compose up -d
```
Then open `http://<your-box>:8080` from any phone on the network.
To play with test funds before Lightning is wired up:
```bash
ARCADE_DEV_FAUCET=1 docker compose up -d
```
The faucet mints through the same ledger path a real deposit uses, so the code
under test is the production code. Leave it off otherwise.
## Development
```bash
docker compose up -d postgres
go test ./...
go run ./cmd/arcade
```
End-to-end tests need a live server:
```bash
ARCADE_DEV_FAUCET=1 go run ./cmd/arcade &
ARCADE_E2E=http://localhost:8080 go test ./cmd/arcade/ -v
```
## How fairness works
Before betting opens, the server generates a random seed and publishes
`SHA-256(seed)`. It is now committed and cannot change its mind.
The client seed is built from the public keys of everyone who joined the round.
The operator does not choose who plays, so it cannot steer the outcome even
knowing its own seed.
The crash point is `HMAC-SHA256(serverSeed, clientSeed || nonce)`, run through
the simulation. After settlement the seed is published, and the Verify tab
recomputes the whole chain in your browser — it asks the server only for the
published values, never for a verdict.
Scratch tickets use the identical pipeline, and their odds tables are generated
from the same data structure that produces outcomes, so the published odds
cannot drift from reality. A test asserts observed frequencies and empirical
return against the published figures across two million plays.
## Architecture
One binary, with enforced internal boundaries:
| Package | Responsibility |
|---|---|
| `pkg/fixed` | Q32.32 fixed-point arithmetic; no floats, so results are identical everywhere |
| `pkg/sim` | Deterministic RNG and the crash curve |
| `pkg/fair` | Commit-reveal protocol and verification proofs |
| `pkg/ledger` | Append-only double-entry accounting |
| `pkg/scratch` | Scratch tickets and their published odds |
| `pkg/identity` | Keypair sign-in via signed challenge |
| `pkg/room` | Round lifecycle and live broadcast |
Nine services on one machine would buy latency and 3am debugging, so this is
one process. Modules talk through interfaces only; extracting one into its own
service later is a transport change, not a rewrite.
### Ledger invariants
Enforced in the application and again by database constraints and triggers:
- every transaction's postings sum to exactly zero
- no account may go negative, except the Lightning bridge, whose negative
balance is by definition what is owed to players
- rows are never updated or deleted; corrections are compensating entries
`GET /api/health` sums every account. It must return zero. Anything else means
the books are corrupt.
### Round timing
The multiplier follows `m(t) = 1/(1 - t/T)²`, which diverges at exactly 60
seconds. No round can run longer, however extreme the crash point, and the
climb visibly accelerates as it goes — which is where the tension comes from.
## Status
Built and tested:
- fixed-point deterministic core, ledger, commit-reveal fairness
- three crash games with live multiplayer rounds
- two scratch tickets with verified-honest odds
- keypair identity, peer-to-peer transfers, transaction history
- in-browser verifier
Not yet built:
- **Lightning deposits and withdrawals.** The bridge account and ledger paths
exist; the node integration does not. The dev faucet stands in for now.
- Tournaments and scheduled events
- Operator dashboard
## Scope
This is built to run on a private network among people who know each other.
It is not hardened for, and should not be exposed to, the public internet.
Doing so would make it a public real-money gambling service, which carries
licensing, KYC, and AML obligations this codebase does not address.

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package main
import (
"bytes"
"crypto/ed25519"
"crypto/rand"
"crypto/sha256"
"encoding/hex"
"encoding/json"
"io"
"net/http"
"os"
"testing"
"time"
)
// These tests drive a running server. Start it with:
//
// ARCADE_DEV_FAUCET=1 go run ./cmd/arcade
//
// and run with ARCADE_E2E=http://localhost:8080. They are skipped otherwise so
// that `go test ./...` stays green without a live server.
func baseURL(t *testing.T) string {
t.Helper()
u := os.Getenv("ARCADE_E2E")
if u == "" {
t.Skip("set ARCADE_E2E to run end-to-end tests")
}
return u
}
type client struct {
t *testing.T
base string
token string
pub ed25519.PublicKey
priv ed25519.PrivateKey
}
func newClient(t *testing.T) *client {
t.Helper()
pub, priv, err := ed25519.GenerateKey(rand.Reader)
if err != nil {
t.Fatal(err)
}
return &client{t: t, base: baseURL(t), pub: pub, priv: priv}
}
func (c *client) do(method, path string, body, out any) int {
c.t.Helper()
var buf io.Reader
if body != nil {
b, _ := json.Marshal(body)
buf = bytes.NewReader(b)
}
req, err := http.NewRequest(method, c.base+path, buf)
if err != nil {
c.t.Fatal(err)
}
req.Header.Set("Content-Type", "application/json")
if c.token != "" {
req.Header.Set("Authorization", "Bearer "+c.token)
}
res, err := http.DefaultClient.Do(req)
if err != nil {
c.t.Fatal(err)
}
defer res.Body.Close()
if out != nil {
_ = json.NewDecoder(res.Body).Decode(out)
}
return res.StatusCode
}
func (c *client) signIn(nickname string) {
c.t.Helper()
pubHex := hex.EncodeToString(c.pub)
var chal struct{ Challenge string }
if code := c.do("POST", "/api/auth/challenge",
map[string]string{"pubkey": pubHex}, &chal); code != 200 {
c.t.Fatalf("challenge failed: %d", code)
}
nonce, _ := hex.DecodeString(chal.Challenge)
sig := ed25519.Sign(c.priv, nonce)
var res struct {
Token string `json:"token"`
}
if code := c.do("POST", "/api/auth/verify", map[string]string{
"pubkey": pubHex, "signature": hex.EncodeToString(sig), "nickname": nickname,
}, &res); code != 200 {
c.t.Fatalf("verify failed: %d", code)
}
c.token = res.Token
}
func (c *client) fund(msat int64) int64 {
c.t.Helper()
var res struct {
BalanceMsat int64 `json:"balance_msat"`
}
if code := c.do("POST", "/api/dev/faucet",
map[string]int64{"amount_msat": msat}, &res); code != 200 {
c.t.Fatalf("faucet failed: %d (is ARCADE_DEV_FAUCET=1 set?)", code)
}
return res.BalanceMsat
}
func TestSignInAndFund(t *testing.T) {
c := newClient(t)
c.signIn("tester")
if bal := c.fund(50_000_000); bal < 50_000_000 {
t.Fatalf("balance after faucet = %d", bal)
}
}
func TestUnauthenticatedRequestsRejected(t *testing.T) {
c := newClient(t)
var out map[string]any
if code := c.do("GET", "/api/balance", nil, &out); code != 401 {
t.Fatalf("unauthenticated balance returned %d, want 401", code)
}
if code := c.do("POST", "/api/bet",
map[string]any{"game": "rocket", "stake_msat": 1000}, &out); code != 401 {
t.Fatalf("unauthenticated bet returned %d, want 401", code)
}
}
func TestCannotBetMoreThanBalance(t *testing.T) {
c := newClient(t)
c.signIn("broke")
// No faucet call: balance is zero.
var out map[string]any
code := c.do("POST", "/api/bet",
map[string]any{"game": "rocket", "stake_msat": 1_000_000}, &out)
if code != 400 {
t.Fatalf("betting without funds returned %d, want 400", code)
}
}
// Play a full round: wait for a betting window, bet, and confirm the stake left
// the balance and the round eventually settles and reveals its seed.
func TestFullRoundLifecycleAndVerification(t *testing.T) {
c := newClient(t)
c.signIn("player")
c.fund(50_000_000)
const stake = 1_000_000
var roundID int64
deadline := time.Now().Add(90 * time.Second)
for time.Now().Before(deadline) {
var games struct {
Rooms []struct {
RoundID int64 `json:"round_id"`
Game string `json:"game"`
State string `json:"state"`
} `json:"rooms"`
}
c.do("GET", "/api/games", nil, &games)
for _, rm := range games.Rooms {
if rm.Game != "rocket" || rm.State != "betting_open" {
continue
}
var res struct {
BalanceMsat int64 `json:"balance_msat"`
Error string `json:"error"`
}
if code := c.do("POST", "/api/bet", map[string]any{
"game": "rocket", "stake_msat": stake, "nickname": "player",
}, &res); code == 200 {
roundID = rm.RoundID
}
}
if roundID != 0 {
break
}
time.Sleep(500 * time.Millisecond)
}
if roundID == 0 {
t.Fatal("never managed to place a bet within 90s")
}
// Wait for the round to settle and expose its proof.
var proof struct {
Commitment string `json:"commitment"`
ServerSeed string `json:"server_seed"`
ClientSeed string `json:"client_seed"`
Nonce int64 `json:"nonce"`
Participants []string `json:"participants"`
}
settled := false
deadline = time.Now().Add(90 * time.Second)
for time.Now().Before(deadline) {
if code := c.do("GET", "/api/verify/"+itoa(roundID), nil, &proof); code == 200 {
settled = true
break
}
time.Sleep(500 * time.Millisecond)
}
if !settled {
t.Fatal("round never settled")
}
// The revealed seed must match the commitment published before betting.
seed, err := hex.DecodeString(proof.ServerSeed)
if err != nil {
t.Fatal(err)
}
sum := sha256.Sum256(seed)
if hex.EncodeToString(sum[:]) != proof.Commitment {
t.Fatalf("commitment mismatch:\n published %s\n actual %s",
proof.Commitment, hex.EncodeToString(sum[:]))
}
if len(proof.Participants) == 0 {
t.Fatal("settled round lists no participants")
}
}
// The books must balance at all times, which the health endpoint reports.
func TestLedgerStaysBalanced(t *testing.T) {
c := newClient(t)
var health struct {
Status string `json:"status"`
LedgerSumMsat int64 `json:"ledger_sum_msat"`
}
if code := c.do("GET", "/api/health", nil, &health); code != 200 {
t.Fatalf("health returned %d", code)
}
if health.LedgerSumMsat != 0 {
t.Fatalf("ledger does not balance: sum = %d", health.LedgerSumMsat)
}
if health.Status != "ok" {
t.Fatalf("health status = %q", health.Status)
}
}
func TestScratchTicketPlaysAndPays(t *testing.T) {
c := newClient(t)
c.signIn("scratcher")
start := c.fund(100_000_000)
var res struct {
Outcome struct {
TierName string `json:"tier_name"`
PayoutMsat int64 `json:"payout_msat"`
Cells []int `json:"cells"`
} `json:"outcome"`
BalanceMsat int64 `json:"balance_msat"`
}
const stake = 1_000_000
if code := c.do("POST", "/api/scratch/play",
map[string]any{"ticket_id": "nebula-nine", "stake_msat": stake}, &res); code != 200 {
t.Fatalf("scratch play returned %d", code)
}
if len(res.Outcome.Cells) != 9 {
t.Fatalf("got %d cells, want 9", len(res.Outcome.Cells))
}
want := start - stake + res.Outcome.PayoutMsat
if res.BalanceMsat != want {
t.Fatalf("balance = %d, want %d (start %d, stake %d, payout %d)",
res.BalanceMsat, want, start, stake, res.Outcome.PayoutMsat)
}
}
func itoa(v int64) string {
if v == 0 {
return "0"
}
var buf [20]byte
i := len(buf)
for v > 0 {
i--
buf[i] = byte('0' + v%10)
v /= 10
}
return string(buf[i:])
}

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// Command arcade is the Quantum Arcade server: one binary serving the API, the
// WebSocket round feed, and the static client.
package main
import (
"context"
"embed"
"encoding/hex"
"encoding/json"
"errors"
"io/fs"
"log"
"net/http"
"os"
"os/signal"
"strconv"
"sync"
"syscall"
"time"
"github.com/coder/websocket"
"github.com/coder/websocket/wsjson"
"github.com/drjones/quantum-arcade/pkg/fair"
"github.com/drjones/quantum-arcade/pkg/identity"
"github.com/drjones/quantum-arcade/pkg/ledger"
"github.com/drjones/quantum-arcade/pkg/room"
"github.com/drjones/quantum-arcade/pkg/scratch"
"github.com/jackc/pgx/v5/pgxpool"
)
//go:embed static
var staticFiles embed.FS
// Games offered as shared rounds. They share one engine and differ in how the
// client renders the climb.
var games = []string{"rocket", "orbital", "tower"}
type server struct {
pool *pgxpool.Pool
ledger *ledger.Ledger
auth *identity.Authenticator
rooms map[string]*room.Room
// sessions maps a bearer token to a verified public key. Sessions live in
// memory only: restarting the server signs everyone out, which is fine for
// a machine you own and means there is no session store to leak.
sessMu sync.RWMutex
sessions map[string]string
// scratchNonce advances per play so each ticket has a distinct seed.
nonceMu sync.Mutex
scratchNonce uint64
}
func main() {
dsn := os.Getenv("ARCADE_DSN")
if dsn == "" {
dsn = "postgres://arcade:arcade_dev@localhost:5432/arcade"
}
addr := os.Getenv("ARCADE_ADDR")
if addr == "" {
addr = ":8080"
}
ctx, stop := signal.NotifyContext(context.Background(), syscall.SIGINT, syscall.SIGTERM)
defer stop()
pool, err := pgxpool.New(ctx, dsn)
if err != nil {
log.Fatalf("connecting to database: %v", err)
}
defer pool.Close()
if err := pool.Ping(ctx); err != nil {
log.Fatalf("database unreachable: %v", err)
}
// Every ticket in the catalog must have coherent odds before we serve it.
for _, t := range scratch.Catalog {
if err := t.Validate(); err != nil {
log.Fatalf("scratch catalog: %v", err)
}
}
s := &server{
pool: pool,
ledger: ledger.New(pool),
auth: identity.NewAuthenticator(),
rooms: make(map[string]*room.Room),
sessions: make(map[string]string),
}
for _, g := range games {
r := room.New(g, pool, s.ledger)
s.rooms[g] = r
go func(r *room.Room) {
if err := r.Run(ctx); err != nil && !errors.Is(err, context.Canceled) {
log.Printf("room %s stopped: %v", r.Game, err)
}
}(r)
}
srv := &http.Server{
Addr: addr,
Handler: s.routes(),
ReadHeaderTimeout: 5 * time.Second,
}
go func() {
log.Printf("Quantum Arcade listening on %s", addr)
if err := srv.ListenAndServe(); err != nil && !errors.Is(err, http.ErrServerClosed) {
log.Fatalf("server: %v", err)
}
}()
<-ctx.Done()
log.Println("shutting down")
shutdownCtx, cancel := context.WithTimeout(context.Background(), 10*time.Second)
defer cancel()
_ = srv.Shutdown(shutdownCtx)
}
func (s *server) routes() http.Handler {
mux := http.NewServeMux()
mux.HandleFunc("GET /api/health", s.handleHealth)
mux.HandleFunc("POST /api/auth/challenge", s.handleChallenge)
mux.HandleFunc("POST /api/auth/verify", s.handleVerify)
mux.HandleFunc("GET /api/balance", s.handleBalance)
mux.HandleFunc("GET /api/history", s.handleHistory)
mux.HandleFunc("POST /api/transfer", s.handleTransfer)
mux.HandleFunc("GET /api/games", s.handleGames)
mux.HandleFunc("POST /api/bet", s.handleBet)
mux.HandleFunc("POST /api/cashout", s.handleCashout)
mux.HandleFunc("GET /api/scratch/catalog", s.handleScratchCatalog)
mux.HandleFunc("POST /api/scratch/play", s.handleScratchPlay)
mux.HandleFunc("GET /api/verify/{roundID}", s.handleVerifyRound)
// The faucet exists so the arcade is playable before Lightning is wired
// up. It mints from the bridge account exactly as a real deposit would,
// so the ledger path under test is the production one. Off by default.
if os.Getenv("ARCADE_DEV_FAUCET") == "1" {
log.Println("dev faucet ENABLED — funds are not backed by Lightning")
mux.HandleFunc("POST /api/dev/faucet", s.handleFaucet)
}
mux.HandleFunc("GET /ws/{game}", s.handleWS)
sub, err := fs.Sub(staticFiles, "static")
if err != nil {
log.Fatalf("static assets: %v", err)
}
mux.Handle("/", http.FileServer(http.FS(sub)))
return logRequests(mux)
}
func logRequests(next http.Handler) http.Handler {
return http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
start := time.Now()
next.ServeHTTP(w, r)
if r.URL.Path != "/api/health" {
log.Printf("%s %s %s", r.Method, r.URL.Path, time.Since(start).Round(time.Millisecond))
}
})
}
// --- helpers ---
func writeJSON(w http.ResponseWriter, status int, v any) {
w.Header().Set("Content-Type", "application/json")
w.WriteHeader(status)
_ = json.NewEncoder(w).Encode(v)
}
func writeErr(w http.ResponseWriter, status int, msg string) {
writeJSON(w, status, map[string]string{"error": msg})
}
// session resolves the caller's public key from the Authorization header.
func (s *server) session(r *http.Request) (string, bool) {
token := r.Header.Get("Authorization")
if len(token) > 7 && token[:7] == "Bearer " {
token = token[7:]
}
s.sessMu.RLock()
defer s.sessMu.RUnlock()
pk, ok := s.sessions[token]
return pk, ok
}
// account resolves the caller to a ledger account id.
func (s *server) account(r *http.Request) (int64, []byte, bool) {
pkHex, ok := s.session(r)
if !ok {
return 0, nil, false
}
pk, err := hex.DecodeString(pkHex)
if err != nil {
return 0, nil, false
}
id, err := s.ledger.EnsurePlayer(r.Context(), pk)
if err != nil {
return 0, nil, false
}
return id, pk, true
}
// --- handlers ---
func (s *server) handleHealth(w http.ResponseWriter, r *http.Request) {
total, err := s.ledger.ConservationCheck(r.Context())
if err != nil {
writeErr(w, http.StatusServiceUnavailable, err.Error())
return
}
// A non-zero total means the books do not balance, which is a hard fault.
status := "ok"
if total != 0 {
status = "ledger_imbalance"
}
writeJSON(w, http.StatusOK, map[string]any{
"status": status,
"ledger_sum_msat": total,
})
}
func (s *server) handleChallenge(w http.ResponseWriter, r *http.Request) {
var req struct {
Pubkey string `json:"pubkey"`
}
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
writeErr(w, http.StatusBadRequest, "malformed request")
return
}
nonce, err := s.auth.Challenge(req.Pubkey)
if err != nil {
writeErr(w, http.StatusBadRequest, err.Error())
return
}
writeJSON(w, http.StatusOK, map[string]string{"challenge": nonce})
}
func (s *server) handleVerify(w http.ResponseWriter, r *http.Request) {
var req struct {
Pubkey string `json:"pubkey"`
Signature string `json:"signature"`
Nickname string `json:"nickname"`
}
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
writeErr(w, http.StatusBadRequest, "malformed request")
return
}
if err := s.auth.Verify(req.Pubkey, req.Signature); err != nil {
writeErr(w, http.StatusUnauthorized, err.Error())
return
}
pk, _ := hex.DecodeString(req.Pubkey)
accountID, err := s.ledger.EnsurePlayer(r.Context(), pk)
if err != nil {
writeErr(w, http.StatusInternalServerError, err.Error())
return
}
if req.Nickname != "" {
if _, err := s.pool.Exec(r.Context(),
`UPDATE accounts SET nickname = $2 WHERE id = $1`, accountID, req.Nickname); err != nil {
log.Printf("setting nickname: %v", err)
}
}
var tokenBytes [32]byte
seed := fair.NewServerSeed() // reuse the CSPRNG wrapper for session tokens
tokenBytes = seed.Bytes()
token := hex.EncodeToString(tokenBytes[:])
s.sessMu.Lock()
s.sessions[token] = req.Pubkey
s.sessMu.Unlock()
bal, _ := s.ledger.Balance(r.Context(), accountID)
writeJSON(w, http.StatusOK, map[string]any{
"token": token,
"balance_msat": bal,
})
}
func (s *server) handleBalance(w http.ResponseWriter, r *http.Request) {
id, _, ok := s.account(r)
if !ok {
writeErr(w, http.StatusUnauthorized, "not signed in")
return
}
bal, err := s.ledger.Balance(r.Context(), id)
if err != nil {
writeErr(w, http.StatusInternalServerError, err.Error())
return
}
writeJSON(w, http.StatusOK, map[string]any{"balance_msat": bal})
}
func (s *server) handleHistory(w http.ResponseWriter, r *http.Request) {
id, _, ok := s.account(r)
if !ok {
writeErr(w, http.StatusUnauthorized, "not signed in")
return
}
entries, err := s.ledger.History(r.Context(), id, 50)
if err != nil {
writeErr(w, http.StatusInternalServerError, err.Error())
return
}
writeJSON(w, http.StatusOK, map[string]any{"entries": entries})
}
func (s *server) handleTransfer(w http.ResponseWriter, r *http.Request) {
from, _, ok := s.account(r)
if !ok {
writeErr(w, http.StatusUnauthorized, "not signed in")
return
}
var req struct {
ToPubkey string `json:"to_pubkey"`
AmountMsat int64 `json:"amount_msat"`
}
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
writeErr(w, http.StatusBadRequest, "malformed request")
return
}
to, err := hex.DecodeString(req.ToPubkey)
if err != nil {
writeErr(w, http.StatusBadRequest, "bad recipient key")
return
}
toID, err := s.ledger.EnsurePlayer(r.Context(), to)
if err != nil {
writeErr(w, http.StatusInternalServerError, err.Error())
return
}
if _, err := s.ledger.Transfer(r.Context(), from, toID, req.AmountMsat); err != nil {
writeErr(w, http.StatusBadRequest, err.Error())
return
}
bal, _ := s.ledger.Balance(r.Context(), from)
writeJSON(w, http.StatusOK, map[string]any{"balance_msat": bal})
}
func (s *server) handleGames(w http.ResponseWriter, r *http.Request) {
out := make([]room.Snapshot, 0, len(s.rooms))
for _, g := range games {
out = append(out, s.rooms[g].Snapshot())
}
writeJSON(w, http.StatusOK, map[string]any{"rooms": out})
}
func (s *server) handleBet(w http.ResponseWriter, r *http.Request) {
id, pk, ok := s.account(r)
if !ok {
writeErr(w, http.StatusUnauthorized, "not signed in")
return
}
var req struct {
Game string `json:"game"`
StakeMsat int64 `json:"stake_msat"`
Nickname string `json:"nickname"`
}
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
writeErr(w, http.StatusBadRequest, "malformed request")
return
}
rm, ok := s.rooms[req.Game]
if !ok {
writeErr(w, http.StatusNotFound, "no such game")
return
}
if err := rm.PlaceBet(r.Context(), id, pk, req.Nickname, req.StakeMsat); err != nil {
writeErr(w, http.StatusBadRequest, err.Error())
return
}
bal, _ := s.ledger.Balance(r.Context(), id)
writeJSON(w, http.StatusOK, map[string]any{"balance_msat": bal})
}
func (s *server) handleCashout(w http.ResponseWriter, r *http.Request) {
id, _, ok := s.account(r)
if !ok {
writeErr(w, http.StatusUnauthorized, "not signed in")
return
}
var req struct {
Game string `json:"game"`
}
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
writeErr(w, http.StatusBadRequest, "malformed request")
return
}
rm, ok := s.rooms[req.Game]
if !ok {
writeErr(w, http.StatusNotFound, "no such game")
return
}
at, err := rm.CashOut(id)
if err != nil {
writeErr(w, http.StatusBadRequest, err.Error())
return
}
writeJSON(w, http.StatusOK, map[string]any{"cashed_out_at": at.String()})
}
func (s *server) handleScratchCatalog(w http.ResponseWriter, r *http.Request) {
type entry struct {
ID string `json:"id"`
Name string `json:"name"`
Blurb string `json:"blurb"`
Cells int `json:"cells"`
RTPBP uint64 `json:"rtp_bp"`
Odds []scratch.OddsRow `json:"odds"`
}
out := make([]entry, 0, len(scratch.Catalog))
for _, t := range scratch.Catalog {
out = append(out, entry{
ID: t.ID, Name: t.Name, Blurb: t.Blurb, Cells: t.Cells,
RTPBP: t.RTPBasisPoints(), Odds: t.Odds(),
})
}
writeJSON(w, http.StatusOK, map[string]any{"tickets": out})
}
func (s *server) handleScratchPlay(w http.ResponseWriter, r *http.Request) {
id, pk, ok := s.account(r)
if !ok {
writeErr(w, http.StatusUnauthorized, "not signed in")
return
}
var req struct {
TicketID string `json:"ticket_id"`
StakeMsat int64 `json:"stake_msat"`
}
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
writeErr(w, http.StatusBadRequest, "malformed request")
return
}
ticket, ok := scratch.ByID(req.TicketID)
if !ok {
writeErr(w, http.StatusNotFound, "no such ticket")
return
}
if req.StakeMsat <= 0 {
writeErr(w, http.StatusBadRequest, "stake must be positive")
return
}
house, err := s.ledger.AccountByName(r.Context(), "house_pot")
if err != nil {
writeErr(w, http.StatusInternalServerError, err.Error())
return
}
// Take the stake first: if the player cannot cover it, nothing else happens.
if _, err := s.ledger.Post(r.Context(), "scratch_stake", nil, []ledger.Posting{
{AccountID: id, AmountMsat: -req.StakeMsat},
{AccountID: house, AmountMsat: req.StakeMsat},
}); err != nil {
writeErr(w, http.StatusBadRequest, err.Error())
return
}
s.nonceMu.Lock()
s.scratchNonce++
nonce := s.scratchNonce
s.nonceMu.Unlock()
server := fair.NewServerSeed()
outcome, proof := scratch.PlayFromRound(ticket, server, pk, nonce, req.StakeMsat)
if outcome.PayoutMsat > 0 {
if _, err := s.ledger.Post(r.Context(), "scratch_payout", nil, []ledger.Posting{
{AccountID: house, AmountMsat: -outcome.PayoutMsat},
{AccountID: id, AmountMsat: outcome.PayoutMsat},
}); err != nil {
// The house cannot cover the prize. Record it and surface it
// rather than silently voiding a winning ticket.
log.Printf("scratch payout failed for account %d: %v", id, err)
writeErr(w, http.StatusInternalServerError, "house cannot cover this prize; stake refunded")
_, _ = s.ledger.Post(r.Context(), "scratch_refund", nil, []ledger.Posting{
{AccountID: house, AmountMsat: -req.StakeMsat},
{AccountID: id, AmountMsat: req.StakeMsat},
})
return
}
}
commitment := server.Commitment()
seedBytes := server.Bytes()
if _, err := s.pool.Exec(r.Context(),
`INSERT INTO scratch_plays
(account_id, ticket_id, nonce, commitment, server_seed,
stake_msat, tier_name, payout_msat, cells)
VALUES ($1,$2,$3,$4,$5,$6,$7,$8,$9)`,
id, ticket.ID, int64(nonce), commitment[:], seedBytes[:],
req.StakeMsat, outcome.TierName, outcome.PayoutMsat, outcome.Cells); err != nil {
log.Printf("recording scratch play: %v", err)
}
bal, _ := s.ledger.Balance(r.Context(), id)
writeJSON(w, http.StatusOK, map[string]any{
"outcome": outcome,
"proof": proof,
"balance_msat": bal,
})
}
// handleFaucet credits the caller from the bridge account. Development only.
func (s *server) handleFaucet(w http.ResponseWriter, r *http.Request) {
id, _, ok := s.account(r)
if !ok {
writeErr(w, http.StatusUnauthorized, "not signed in")
return
}
var req struct {
AmountMsat int64 `json:"amount_msat"`
}
if err := json.NewDecoder(r.Body).Decode(&req); err != nil || req.AmountMsat <= 0 {
req.AmountMsat = 100_000_000 // 100k sats
}
if _, err := s.ledger.Deposit(r.Context(), id, req.AmountMsat); err != nil {
writeErr(w, http.StatusInternalServerError, err.Error())
return
}
bal, _ := s.ledger.Balance(r.Context(), id)
writeJSON(w, http.StatusOK, map[string]any{"balance_msat": bal})
}
// handleVerifyRound returns everything needed to check a settled round.
func (s *server) handleVerifyRound(w http.ResponseWriter, r *http.Request) {
idStr := r.PathValue("roundID")
roundID, err := strconv.ParseInt(idStr, 10, 64)
if err != nil {
writeErr(w, http.StatusBadRequest, "bad round id")
return
}
var game string
var nonce int64
var commitment, serverSeed, clientSeed []byte
var crashPoint *int64
err = s.pool.QueryRow(r.Context(),
`SELECT game, nonce, commitment, server_seed, client_seed, crash_point
FROM rounds WHERE id = $1`, roundID).
Scan(&game, &nonce, &commitment, &serverSeed, &clientSeed, &crashPoint)
if err != nil {
writeErr(w, http.StatusNotFound, "round not found")
return
}
if serverSeed == nil {
writeErr(w, http.StatusConflict, "round has not settled yet; seed is still sealed")
return
}
rows, err := s.pool.Query(r.Context(),
`SELECT a.pubkey FROM bets b JOIN accounts a ON a.id = b.account_id
WHERE b.round_id = $1 ORDER BY b.id`, roundID)
if err != nil {
writeErr(w, http.StatusInternalServerError, err.Error())
return
}
defer rows.Close()
var participants []string
for rows.Next() {
var pk []byte
if err := rows.Scan(&pk); err != nil {
writeErr(w, http.StatusInternalServerError, err.Error())
return
}
participants = append(participants, hex.EncodeToString(pk))
}
writeJSON(w, http.StatusOK, map[string]any{
"round_id": roundID,
"game": game,
"nonce": nonce,
"commitment": hex.EncodeToString(commitment),
"server_seed": hex.EncodeToString(serverSeed),
"client_seed": hex.EncodeToString(clientSeed),
"crash_point": crashPoint,
"participants": participants,
"how_to_verify": "sha256(server_seed) must equal commitment; " +
"client_seed is sha256 over each participant pubkey length-prefixed in join order; " +
"round seed is hmac-sha256(server_seed, client_seed || big-endian nonce)",
})
}
// handleWS streams round snapshots to a client.
func (s *server) handleWS(w http.ResponseWriter, r *http.Request) {
game := r.PathValue("game")
rm, ok := s.rooms[game]
if !ok {
writeErr(w, http.StatusNotFound, "no such game")
return
}
// The server is LAN-only, so any origin on the local network is acceptable.
conn, err := websocket.Accept(w, r, &websocket.AcceptOptions{
InsecureSkipVerify: true,
})
if err != nil {
return
}
defer conn.CloseNow()
ctx := r.Context()
updates, unsubscribe := rm.Subscribe()
defer unsubscribe()
// Send the current state immediately so a joining phone is never blank.
if err := wsjson.Write(ctx, conn, rm.Snapshot()); err != nil {
return
}
for {
select {
case <-ctx.Done():
return
case snap, ok := <-updates:
if !ok {
return
}
if err := wsjson.Write(ctx, conn, snap); err != nil {
return
}
}
}
}

636
cmd/arcade/static/app.js Normal file
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/* Quantum Arcade client.
*
* Identity is an ed25519 keypair generated in the browser and kept in
* localStorage. There is no account to create and no password to lose.
*
* The verifier recomputes round outcomes locally with WebCrypto. It never asks
* the server whether a round was fair — it checks.
*
* All dynamic content is inserted with textContent or built as DOM nodes.
* Nothing that originates from another player (nicknames, keys) or from the
* server ever reaches innerHTML. */
const KEY_STORAGE = 'quantum-arcade-key';
const NAME_STORAGE = 'quantum-arcade-name';
let keypair = null; // { publicKeyHex, privateKey (CryptoKey) }
let token = null;
let nickname = '';
let stake = 5000; // millisatoshis
let currentGame = 'rocket';
let socket = null;
let snapshot = null;
let myBet = null; // 'in' | 'out' | null
const $ = (id) => document.getElementById(id);
const sats = (msat) => Math.round(msat / 1000).toLocaleString();
/* Small DOM builder: el('div', {class: 'x'}, 'text', childNode, ...) */
function el(tag, attrs, ...children) {
const node = document.createElement(tag);
for (const [k, v] of Object.entries(attrs || {})) {
if (k === 'class') node.className = v;
else if (k === 'text') node.textContent = v;
else node.setAttribute(k, v);
}
for (const c of children) {
if (c == null) continue;
node.appendChild(typeof c === 'string' ? document.createTextNode(c) : c);
}
return node;
}
function clear(node) {
while (node.firstChild) node.removeChild(node.firstChild);
}
/* ---------------- identity ---------------- */
async function loadOrCreateKey() {
const stored = localStorage.getItem(KEY_STORAGE);
if (stored) {
const jwk = JSON.parse(stored);
const priv = await crypto.subtle.importKey('jwk', jwk, { name: 'Ed25519' }, true, ['sign']);
return { privateKey: priv, publicKeyHex: jwk.qa_pub };
}
const kp = await crypto.subtle.generateKey({ name: 'Ed25519' }, true, ['sign', 'verify']);
const rawPub = new Uint8Array(await crypto.subtle.exportKey('raw', kp.publicKey));
const pubHex = hex(rawPub);
const jwk = await crypto.subtle.exportKey('jwk', kp.privateKey);
jwk.qa_pub = pubHex;
localStorage.setItem(KEY_STORAGE, JSON.stringify(jwk));
return { privateKey: kp.privateKey, publicKeyHex: pubHex };
}
function hex(bytes) {
return [...bytes].map((b) => b.toString(16).padStart(2, '0')).join('');
}
function unhex(s) {
const out = new Uint8Array(s.length / 2);
for (let i = 0; i < out.length; i++) out[i] = parseInt(s.substr(i * 2, 2), 16);
return out;
}
async function signIn() {
nickname = ($('nickname').value || 'anon').trim().slice(0, 20);
localStorage.setItem(NAME_STORAGE, nickname);
const chal = await api('POST', '/api/auth/challenge', { pubkey: keypair.publicKeyHex });
const sig = new Uint8Array(await crypto.subtle.sign(
{ name: 'Ed25519' }, keypair.privateKey, unhex(chal.challenge)));
const res = await api('POST', '/api/auth/verify', {
pubkey: keypair.publicKeyHex,
signature: hex(sig),
nickname,
});
token = res.token;
$('signin').hidden = true;
$('app').hidden = false;
$('balance-wrap').hidden = false;
setBalance(res.balance_msat);
$('pubkey').textContent = keypair.publicKeyHex;
connect(currentGame);
loadScratch();
}
/* ---------------- api ---------------- */
async function api(method, path, body) {
const headers = { 'Content-Type': 'application/json' };
if (token) headers['Authorization'] = 'Bearer ' + token;
const res = await fetch(path, {
method,
headers,
body: body ? JSON.stringify(body) : undefined,
});
const data = await res.json().catch(() => ({}));
if (!res.ok) throw new Error(data.error || res.statusText);
return data;
}
function setBalance(msat) {
$('balance').textContent = sats(msat);
}
/* ---------------- crash room ---------------- */
function connect(game) {
if (socket) socket.close();
currentGame = game;
myBet = null;
const proto = location.protocol === 'https:' ? 'wss' : 'ws';
socket = new WebSocket(`${proto}://${location.host}/ws/${game}`);
socket.onmessage = (ev) => onSnapshot(JSON.parse(ev.data));
socket.onclose = () => setTimeout(() => connect(currentGame), 1200);
}
function onSnapshot(s) {
const roundChanged = !snapshot || snapshot.round_id !== s.round_id;
snapshot = s;
if (roundChanged) myBet = null;
const mult = $('multiplier');
mult.textContent = parseFloat(s.multiplier).toFixed(2) + '×';
mult.className = 'multiplier';
$('commitment').textContent = s.commitment || '—';
$('revealed').textContent = s.server_seed || 'sealed until the round ends';
const action = $('action');
const hint = $('hint');
switch (s.state) {
case 'betting_open':
$('state').textContent = `betting closes in ${Math.max(0, s.next_phase_in_seconds).toFixed(0)}s`;
action.textContent = myBet ? 'You are in — good luck' : 'Place bet';
action.className = 'primary big';
action.disabled = !!myBet;
break;
case 'locked':
$('state').textContent = 'launching';
action.textContent = 'Launching…';
action.disabled = true;
break;
case 'running':
$('state').textContent = 'in flight';
if (myBet === 'in') {
const payout = stake * parseFloat(s.multiplier);
action.textContent = `Cash out ${sats(payout)}`;
action.className = 'primary big cashout';
action.disabled = false;
} else {
action.textContent = myBet === 'out' ? 'Cashed out' : 'Watching';
action.className = 'primary big';
action.disabled = true;
}
break;
case 'settled':
if (s.crash_point) mult.textContent = parseFloat(s.crash_point).toFixed(2) + '×';
mult.className = myBet === 'out' ? 'multiplier won' : 'multiplier crashed';
$('state').textContent =
`crashed — next round in ${Math.max(0, s.next_phase_in_seconds).toFixed(0)}s`;
action.textContent = 'Next round';
action.className = 'primary big';
action.disabled = true;
if (myBet === 'in') { hint.textContent = 'Rode it too far.'; hint.className = 'hint bad'; }
break;
}
renderPlayers(s.players);
draw(s);
if (s.state === 'running') tone(parseFloat(s.multiplier));
}
function renderPlayers(players) {
const wrap = $('players');
clear(wrap);
for (const p of players || []) {
const amount = p.cashed_out
? '↑ ' + parseFloat(p.cashed_out).toFixed(2) + '×'
: sats(p.stake_msat) + ' sats';
wrap.appendChild(el('div', { class: 'player' + (p.cashed_out ? ' out' : '') },
el('span', { class: 'who', text: p.nickname || 'anon' }),
el('span', { class: 'amt', text: amount })));
}
}
async function onAction() {
const hint = $('hint');
hint.textContent = '';
hint.className = 'hint';
try {
if (snapshot.state === 'betting_open' && !myBet) {
const r = await api('POST', '/api/bet', {
game: currentGame, stake_msat: stake, nickname,
});
setBalance(r.balance_msat);
myBet = 'in';
} else if (snapshot.state === 'running' && myBet === 'in') {
const r = await api('POST', '/api/cashout', { game: currentGame });
myBet = 'out';
hint.textContent = `Out at ${parseFloat(r.cashed_out_at).toFixed(2)}× — paid at settlement.`;
hint.className = 'hint good';
const b = await api('GET', '/api/balance');
setBalance(b.balance_msat);
}
} catch (e) {
hint.textContent = e.message;
hint.className = 'hint bad';
}
}
/* ---------------- rendering ----------------
* Each game draws the same climb differently: a rocket fighting gravity, a
* craft spiralling inward, or a tower stacking upward. */
const canvas = $('canvas');
const ctx = canvas.getContext('2d');
let stars = [];
function sizeCanvas() {
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = canvas.clientWidth * dpr;
canvas.height = canvas.clientHeight * dpr;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
stars = Array.from({ length: 70 }, () => ({
x: Math.random(), y: Math.random(), r: Math.random() * 1.4 + 0.3,
}));
}
window.addEventListener('resize', sizeCanvas);
function draw(s) {
const w = canvas.clientWidth, h = canvas.clientHeight;
if (!w || !h) return;
ctx.clearRect(0, 0, w, h);
const m = parseFloat(s.multiplier) || 1;
const crashed = s.state === 'settled';
const progress = Math.min(1, Math.log(m) / Math.log(12));
// Starfield drifts downward as you climb.
ctx.fillStyle = '#ffffff';
for (const st of stars) {
const y = (st.y + progress * 0.9) % 1;
ctx.globalAlpha = 0.10 + st.r * 0.16;
ctx.fillRect(st.x * w, y * h, st.r, st.r);
}
ctx.globalAlpha = 1;
if (currentGame === 'orbital') drawOrbital(w, h, progress, crashed);
else if (currentGame === 'tower') drawTower(w, h, progress, crashed);
else drawRocket(w, h, progress, crashed);
}
function drawRocket(w, h, p, crashed) {
const x = w * 0.5;
const y = h * (0.88 - p * 0.66);
const accent = crashed ? '#ff4d6d' : '#38f2e4';
// Exhaust plume: longer and more agitated as the climb steepens.
const plume = 26 + p * 60;
const g = ctx.createLinearGradient(x, y, x, y + plume);
g.addColorStop(0, crashed ? '#ff4d6daa' : '#38f2e4cc');
g.addColorStop(1, '#38f2e400');
ctx.fillStyle = g;
ctx.beginPath();
ctx.moveTo(x - 7, y + 8);
ctx.lineTo(x + 7, y + 8);
ctx.lineTo(x + (Math.random() - 0.5) * 8, y + plume);
ctx.closePath();
ctx.fill();
ctx.fillStyle = accent;
ctx.beginPath();
ctx.moveTo(x, y - 18);
ctx.lineTo(x + 9, y + 10);
ctx.lineTo(x - 9, y + 10);
ctx.closePath();
ctx.fill();
if (crashed) {
ctx.strokeStyle = '#ff4d6d88';
ctx.lineWidth = 2;
for (let i = 0; i < 9; i++) {
const a = (i / 9) * Math.PI * 2;
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x + Math.cos(a) * 34, y + Math.sin(a) * 34);
ctx.stroke();
}
}
}
function drawOrbital(w, h, p, crashed) {
const cx = w / 2, cy = h / 2;
const planet = Math.min(w, h) * 0.16;
ctx.fillStyle = '#1d2757';
ctx.beginPath(); ctx.arc(cx, cy, planet, 0, Math.PI * 2); ctx.fill();
const orbit = planet + 12 + (1 - p) * Math.min(w, h) * 0.26;
ctx.strokeStyle = crashed ? '#ff4d6d55' : '#38f2e455';
ctx.lineWidth = 1;
ctx.beginPath(); ctx.arc(cx, cy, orbit, 0, Math.PI * 2); ctx.stroke();
const a = p * Math.PI * 9;
const x = cx + Math.cos(a) * orbit, y = cy + Math.sin(a) * orbit;
ctx.fillStyle = crashed ? '#ff4d6d' : '#38f2e4';
ctx.beginPath(); ctx.arc(x, y, 5, 0, Math.PI * 2); ctx.fill();
}
function drawTower(w, h, p, crashed) {
const blocks = Math.floor(p * 16) + 1;
const bw = w * 0.28, bh = h * 0.05;
for (let i = 0; i < blocks; i++) {
const sway = Math.sin(i * 0.7 + p * 6) * (i / blocks) * 22 * (crashed ? 3 : 1);
const y = h * 0.9 - (i + 1) * bh;
ctx.fillStyle = i === blocks - 1
? (crashed ? '#ff4d6d' : '#38f2e4')
: `hsl(${230 + i * 4} 45% ${22 + i}%)`;
ctx.fillRect(w / 2 - bw / 2 + sway, y, bw, bh - 2);
}
}
/* ---------------- ambient sound ----------------
* Synthesised, so it never loops and ships no audio files. */
let audio = null;
function toggleSound() {
if (audio) {
audio.close(); audio = null;
$('sound-toggle').classList.remove('on');
return;
}
audio = new (window.AudioContext || window.webkitAudioContext)();
const gain = audio.createGain();
gain.gain.value = 0.05;
gain.connect(audio.destination);
// Two detuned oscillators a fifth apart: calm, wide, and never resolving.
[55, 82.5].forEach((f) => {
const o = audio.createOscillator();
o.type = 'sine';
o.frequency.value = f;
const lfo = audio.createOscillator();
lfo.frequency.value = 0.05 + Math.random() * 0.06;
const depth = audio.createGain();
depth.gain.value = 1.5;
lfo.connect(depth).connect(o.frequency);
o.connect(gain);
o.start(); lfo.start();
});
$('sound-toggle').classList.add('on');
}
let lastTone = 0;
function tone(mult) {
if (!audio) return;
const now = audio.currentTime;
if (now - lastTone < 0.28) return;
lastTone = now;
const o = audio.createOscillator();
const g = audio.createGain();
o.type = 'triangle';
o.frequency.value = 220 * Math.min(4, mult);
g.gain.setValueAtTime(0.0001, now);
g.gain.exponentialRampToValueAtTime(0.03, now + 0.02);
g.gain.exponentialRampToValueAtTime(0.0001, now + 0.25);
o.connect(g).connect(audio.destination);
o.start(now); o.stop(now + 0.3);
}
/* ---------------- scratch tickets ---------------- */
const SYMBOLS = ['✦', '◈', '⬡', '✧', '◉', '⟡'];
async function loadScratch() {
const { tickets } = await api('GET', '/api/scratch/catalog');
const wrap = $('tickets');
clear(wrap);
for (const t of tickets) {
const grid = el('div', { class: 'grid c' + t.cells });
for (let i = 0; i < t.cells; i++) {
grid.appendChild(el('div', { class: 'cell', text: '?' }));
}
const result = el('div', { class: 'result' });
const button = el('button', { class: 'primary', text: `Scratch for ${sats(stake)} sats` });
button.dataset.play = t.id;
button.onclick = () => playScratch(t, grid, result);
const table = el('table', { class: 'odds' },
el('tr', {},
el('th', { text: 'prize' }),
el('th', { text: 'pays' }),
el('th', { text: 'chance' })));
for (const o of t.odds) {
table.appendChild(el('tr', {},
el('td', { text: o.tier }),
el('td', { text: (o.payout_bp / 10000).toFixed(o.payout_bp % 10000 ? 2 : 0) + '×' }),
el('td', { text: o.one_in ? '1 in ' + o.one_in.toLocaleString() : '—' })));
}
wrap.appendChild(el('div', { class: 'card' },
el('h3', { text: t.name }),
el('p', { class: 'muted small', text: t.blurb }),
grid,
result,
button,
table,
el('p', { class: 'small' },
'Return to player: ',
el('span', { class: 'rtp', text: (t.rtp_bp / 100).toFixed(2) + '%' }),
'. These odds are read from the same table that generates results.')));
}
}
async function playScratch(t, grid, result) {
result.textContent = '';
result.className = 'result';
[...grid.children].forEach((c) => { c.className = 'cell'; c.textContent = '?'; });
let out;
try {
out = await api('POST', '/api/scratch/play', { ticket_id: t.id, stake_msat: stake });
} catch (e) {
result.textContent = e.message;
return;
}
setBalance(out.balance_msat);
// Reveal cells one at a time — the outcome is already fixed, this is pacing.
const cells = out.outcome.cells;
const counts = {};
cells.forEach((c) => (counts[c] = (counts[c] || 0) + 1));
const winner = Object.keys(counts).find((k) => counts[k] >= 3);
cells.forEach((sym, i) => {
setTimeout(() => {
const cell = grid.children[i];
cell.textContent = SYMBOLS[sym];
cell.className = 'cell revealed' + (String(sym) === winner ? ' hit' : '');
if (i === cells.length - 1) {
const won = out.outcome.payout_msat > 0;
result.className = 'result' + (won ? ' win' : '');
result.textContent = won
? `${out.outcome.tier_name}${sats(out.outcome.payout_msat)} sats`
: 'No win this time';
}
}, i * 130);
});
}
/* ---------------- wallet ---------------- */
async function loadHistory() {
const { entries } = await api('GET', '/api/history');
const wrap = $('history');
clear(wrap);
for (const e of entries || []) {
wrap.appendChild(el('div', { class: 'entry' },
el('span', { class: 'kind', text: e.Kind }),
el('span', {
class: 'delta ' + (e.AmountMsat > 0 ? 'pos' : 'neg'),
text: (e.AmountMsat > 0 ? '+' : '') + sats(e.AmountMsat),
}),
el('span', { class: 'after', text: sats(e.BalanceAfter) })));
}
}
async function sendSats() {
const hint = $('send-hint');
try {
const r = await api('POST', '/api/transfer', {
to_pubkey: $('to-key').value.trim(),
amount_msat: Math.round(Number($('send-amt').value) * 1000),
});
setBalance(r.balance_msat);
hint.textContent = 'Sent.';
hint.className = 'hint good';
loadHistory();
} catch (e) {
hint.textContent = e.message;
hint.className = 'hint bad';
}
}
/* ---------------- verifier ----------------
* Recomputed here, in the browser, from published values only. */
async function sha256(bytes) {
return new Uint8Array(await crypto.subtle.digest('SHA-256', bytes));
}
async function hmacSha256(keyBytes, msg) {
const key = await crypto.subtle.importKey(
'raw', keyBytes, { name: 'HMAC', hash: 'SHA-256' }, false, ['sign']);
return new Uint8Array(await crypto.subtle.sign('HMAC', key, msg));
}
function concat(...arrays) {
const total = arrays.reduce((n, a) => n + a.length, 0);
const out = new Uint8Array(total);
let off = 0;
for (const a of arrays) { out.set(a, off); off += a.length; }
return out;
}
function kvRow(label, value) {
return el('div', { class: 'kv' },
el('span', { text: label }),
el('code', { text: value }));
}
async function verifyRound() {
const out = $('verify-out');
clear(out);
out.appendChild(el('p', { text: 'checking…' }));
let r;
try {
r = await api('GET', '/api/verify/' + Number($('verify-id').value));
} catch (e) {
clear(out);
out.appendChild(el('p', { class: 'bad', text: e.message }));
return;
}
// 1. The revealed seed must hash to the commitment published beforehand.
const seedBytes = unhex(r.server_seed);
const seedHash = hex(await sha256(seedBytes));
const commitOK = seedHash === r.commitment;
// 2. The client seed must be the hash over participants, length-prefixed.
const parts = [];
for (const p of r.participants || []) {
const pk = unhex(p);
const len = new Uint8Array(4);
new DataView(len.buffer).setUint32(0, pk.length, false);
parts.push(len, pk);
}
const clientSeed = await sha256(concat(...parts));
const clientOK = hex(clientSeed) === r.client_seed;
// 3. The round seed follows from both, and determines the crash point.
const nonceBytes = new Uint8Array(8);
new DataView(nonceBytes.buffer).setBigUint64(0, BigInt(r.nonce), false);
const roundSeed = await hmacSha256(seedBytes, concat(clientSeed, nonceBytes));
const allOK = commitOK && clientOK;
clear(out);
out.appendChild(el('p', {
class: allOK ? 'ok' : 'bad',
text: allOK ? '✓ This round checks out.' : '✗ Verification failed.',
}));
out.appendChild(kvRow('commitment', r.commitment));
out.appendChild(kvRow('sha256(seed)', seedHash));
out.appendChild(kvRow('client seed', r.client_seed || ''));
out.appendChild(kvRow('recomputed', hex(clientSeed)));
out.appendChild(kvRow('round seed', hex(roundSeed)));
out.appendChild(kvRow('crash point',
r.crash_point ? (r.crash_point / 4294967296).toFixed(2) + '×' : '—'));
out.appendChild(el('p', {
class: 'muted small',
text: 'Computed on this device. The server was asked only for the published '
+ 'values, not for its opinion.',
}));
}
/* ---------------- wiring ---------------- */
function selectTab(view) {
document.querySelectorAll('.tab').forEach((t) =>
t.classList.toggle('active', t.dataset.view === view));
document.querySelectorAll('.view').forEach((v) =>
(v.hidden = v.id !== 'view-' + view));
if (view === 'wallet') loadHistory();
}
function setStake(v) {
stake = v;
document.querySelectorAll('.chip').forEach((c) =>
c.classList.toggle('on', Number(c.dataset.stake) === v));
document.querySelectorAll('[data-play]').forEach((b) => {
b.textContent = `Scratch for ${sats(stake)} sats`;
});
}
async function init() {
sizeCanvas();
keypair = await loadOrCreateKey();
$('keynote').textContent = 'your key: ' + keypair.publicKeyHex.slice(0, 16) + '…';
$('nickname').value = localStorage.getItem(NAME_STORAGE) || '';
$('enter').onclick = () => signIn().catch((e) => {
$('keynote').textContent = e.message;
});
$('action').onclick = onAction;
$('sound-toggle').onclick = toggleSound;
$('send').onclick = sendSats;
$('do-verify').onclick = verifyRound;
$('copykey').onclick = () => navigator.clipboard.writeText(keypair.publicKeyHex);
document.querySelectorAll('.tab').forEach((t) =>
(t.onclick = () => selectTab(t.dataset.view)));
document.querySelectorAll('.chip').forEach((c) =>
(c.onclick = () => setStake(Number(c.dataset.stake))));
const pick = $('gamepick');
[['rocket', 'Rocket'], ['orbital', 'Orbital'], ['tower', 'Tower']].forEach(([id, label]) => {
const b = el('button', { text: label, class: id === currentGame ? 'on' : '' });
b.onclick = () => {
document.querySelectorAll('.gamepick button').forEach((x) => x.classList.remove('on'));
b.classList.add('on');
connect(id);
};
pick.appendChild(b);
});
setStake(stake);
}
init();

View File

@@ -0,0 +1,141 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
<title>Quantum Arcade</title>
<link rel="stylesheet" href="/style.css">
</head>
<body>
<!-- Ornate background filigree, drawn once as an SVG pattern and tiled. -->
<svg class="filigree" aria-hidden="true">
<defs>
<pattern id="orn" width="120" height="120" patternUnits="userSpaceOnUse">
<g fill="none" stroke="currentColor" stroke-width="0.6">
<circle cx="60" cy="60" r="46"/>
<circle cx="60" cy="60" r="30"/>
<circle cx="60" cy="60" r="14"/>
<path d="M60 0 L60 120 M0 60 L120 60"/>
<path d="M17 17 L103 103 M103 17 L17 103"/>
<path d="M60 14 q26 22 0 46 q-26-24 0-46"/>
<path d="M14 60 q22 26 46 0 q-24-26-46 0"/>
</g>
</pattern>
</defs>
<rect width="100%" height="100%" fill="url(#orn)"/>
</svg>
<header class="topbar">
<div class="brand">QUANTUM<span>ARCADE</span></div>
<div class="balance" id="balance-wrap" hidden>
<span class="label">balance</span>
<span class="value" id="balance"></span>
</div>
<button class="sound" id="sound-toggle" title="Ambient sound"></button>
</header>
<!-- Sign-in: a nickname and nothing else. -->
<section class="panel center" id="signin">
<h1>Enter the arcade</h1>
<p class="muted">
No account, no email, no password. Your device generates a key that
<em>is</em> your identity. Keep the device, keep the balance.
</p>
<input id="nickname" maxlength="20" placeholder="pick a name" autocomplete="off">
<button class="primary" id="enter">Enter</button>
<p class="fineprint" id="keynote"></p>
</section>
<main id="app" hidden>
<nav class="tabs">
<button class="tab active" data-view="crash">Crash</button>
<button class="tab" data-view="scratch">Scratchers</button>
<button class="tab" data-view="wallet">Wallet</button>
<button class="tab" data-view="verify">Verify</button>
</nav>
<!-- ============ CRASH ============ -->
<section class="view" id="view-crash">
<div class="gamepick" id="gamepick"></div>
<div class="stage">
<canvas id="canvas"></canvas>
<div class="readout">
<div class="multiplier" id="multiplier">1.00×</div>
<div class="state" id="state">connecting…</div>
</div>
</div>
<div class="controls">
<div class="stakerow">
<button class="chip" data-stake="1000">1</button>
<button class="chip" data-stake="5000">5</button>
<button class="chip" data-stake="25000">25</button>
<button class="chip" data-stake="100000">100</button>
<span class="unit">sats</span>
</div>
<button class="primary big" id="action">Place bet</button>
<div class="hint" id="hint"></div>
</div>
<div class="players" id="players"></div>
<details class="proof">
<summary>Fairness for this round</summary>
<div class="kv"><span>commitment</span><code id="commitment"></code></div>
<div class="kv"><span>revealed seed</span><code id="revealed">sealed until the round ends</code></div>
<p class="muted small">
The commitment is published before betting opens. The crash point is
derived from that seed combined with every player's key — so it cannot
be chosen after seeing who joined.
</p>
</details>
</section>
<!-- ============ SCRATCH ============ -->
<section class="view" id="view-scratch" hidden>
<div id="tickets"></div>
</section>
<!-- ============ WALLET ============ -->
<section class="view" id="view-wallet" hidden>
<div class="card">
<h2>Your key</h2>
<p class="muted small">Share this so friends can send you sats.</p>
<code class="pubkey" id="pubkey"></code>
<button id="copykey">Copy</button>
</div>
<div class="card">
<h2>Send sats</h2>
<input id="to-key" placeholder="recipient key" autocomplete="off">
<input id="send-amt" type="number" min="1" placeholder="amount in sats">
<button class="primary" id="send">Send</button>
<div class="hint" id="send-hint"></div>
</div>
<div class="card">
<h2>Every change to your balance</h2>
<div id="history" class="history"></div>
</div>
</section>
<!-- ============ VERIFY ============ -->
<section class="view" id="view-verify" hidden>
<div class="card">
<h2>Check any round</h2>
<p class="muted small">
Enter a round number. Your phone recomputes the outcome from the
published seeds — it does not take the server's word for anything.
</p>
<input id="verify-id" type="number" min="1" placeholder="round number">
<button class="primary" id="do-verify">Verify</button>
<div id="verify-out" class="verify-out"></div>
</div>
</section>
</main>
<script src="/app.js"></script>
</body>
</html>

255
cmd/arcade/static/style.css Normal file
View File

@@ -0,0 +1,255 @@
/* Quantum Arcade — obsidian and indigo, dense ornament, and vivid colour
reserved strictly for the things that matter: the multiplier, the balance,
and the button that takes your money out of danger. */
:root {
--void: #05060d;
--obsidian: #0a0c18;
--indigo: #131a3a;
--indigo-hi: #1d2757;
--ink: #c8cbe6;
--muted: #6a719c;
--cyan: #38f2e4;
--magenta: #ff3ec8;
--gold: #ffc857;
--danger: #ff4d6d;
--ornament: #1a2350;
}
* { box-sizing: border-box; -webkit-tap-highlight-color: transparent; }
html, body {
margin: 0;
min-height: 100%;
background: radial-gradient(ellipse at 50% -10%, var(--indigo) 0%, var(--obsidian) 45%, var(--void) 100%);
color: var(--ink);
font: 15px/1.5 ui-sans-serif, system-ui, -apple-system, "Segoe UI", sans-serif;
overscroll-behavior: none;
}
/* The ornament sits behind everything, busy but very low contrast. */
.filigree {
position: fixed; inset: 0;
width: 100%; height: 100%;
color: var(--ornament);
opacity: 0.55;
pointer-events: none;
z-index: 0;
}
body > * { position: relative; z-index: 1; }
/* ---------- chrome ---------- */
.topbar {
display: flex; align-items: center; gap: 12px;
padding: 14px 16px calc(14px);
border-bottom: 1px solid #ffffff10;
backdrop-filter: blur(6px);
}
.brand {
font-weight: 700; letter-spacing: 0.22em; font-size: 13px;
color: var(--ink);
}
.brand span { color: var(--cyan); margin-left: 6px; }
.balance { margin-left: auto; text-align: right; line-height: 1.1; }
.balance .label {
display: block; font-size: 9px; letter-spacing: 0.2em;
text-transform: uppercase; color: var(--muted);
}
.balance .value {
font-variant-numeric: tabular-nums;
font-size: 18px; font-weight: 700; color: var(--cyan);
text-shadow: 0 0 18px #38f2e455;
}
.sound {
background: none; border: 1px solid #ffffff20; color: var(--muted);
width: 34px; height: 34px; border-radius: 50%; font-size: 15px;
}
.sound.on { color: var(--cyan); border-color: var(--cyan); }
/* ---------- panels ---------- */
.panel {
max-width: 460px; margin: 0 auto; padding: 40px 22px;
}
.center { text-align: center; }
h1 { font-size: 26px; margin: 0 0 10px; letter-spacing: 0.02em; }
h2 { font-size: 14px; letter-spacing: 0.12em; text-transform: uppercase;
color: var(--muted); margin: 0 0 10px; }
.muted { color: var(--muted); }
.small { font-size: 12.5px; }
.fineprint { font-size: 11px; color: var(--muted); margin-top: 18px; word-break: break-all; }
input {
width: 100%; padding: 13px 14px; margin: 8px 0;
background: #ffffff08; border: 1px solid #ffffff18; border-radius: 10px;
color: var(--ink); font-size: 16px; /* 16px stops iOS zooming on focus */
}
input:focus { outline: none; border-color: var(--cyan); }
button {
font: inherit; cursor: pointer; border-radius: 10px;
border: 1px solid #ffffff20; background: #ffffff0c; color: var(--ink);
padding: 11px 16px;
}
button:active { transform: translateY(1px); }
.primary {
background: linear-gradient(135deg, var(--cyan), #21b6ff);
color: #04121a; border: none; font-weight: 700; letter-spacing: 0.04em;
box-shadow: 0 0 26px #38f2e444;
width: 100%; padding: 15px;
}
.primary.big { font-size: 17px; padding: 18px; }
.primary.cashout {
background: linear-gradient(135deg, var(--magenta), var(--gold));
color: #1a0512; box-shadow: 0 0 34px #ff3ec866;
animation: urge 900ms ease-in-out infinite;
}
.primary:disabled { opacity: 0.4; box-shadow: none; animation: none; }
@keyframes urge {
0%, 100% { box-shadow: 0 0 26px #ff3ec855; }
50% { box-shadow: 0 0 40px #ff3ec8aa; }
}
/* ---------- tabs ---------- */
.tabs {
display: flex; gap: 6px; padding: 12px 12px 0;
max-width: 620px; margin: 0 auto;
}
.tab {
flex: 1; padding: 10px 4px; font-size: 12px; letter-spacing: 0.08em;
text-transform: uppercase; background: none; border: none; color: var(--muted);
border-bottom: 2px solid transparent; border-radius: 0;
}
.tab.active { color: var(--cyan); border-bottom-color: var(--cyan); }
.view { max-width: 620px; margin: 0 auto; padding: 14px 14px 60px; }
/* ---------- crash stage ---------- */
.gamepick { display: flex; gap: 6px; margin-bottom: 12px; }
.gamepick button {
flex: 1; font-size: 11px; letter-spacing: 0.1em; text-transform: uppercase;
padding: 9px 4px; color: var(--muted);
}
.gamepick button.on { color: var(--cyan); border-color: var(--cyan); background: #38f2e412; }
.stage {
position: relative; border-radius: 16px; overflow: hidden;
border: 1px solid #ffffff14;
background: linear-gradient(180deg, #070a16 0%, #05060d 100%);
aspect-ratio: 4 / 3;
}
#canvas { width: 100%; height: 100%; display: block; }
.readout {
position: absolute; inset: 0; display: flex; flex-direction: column;
align-items: center; justify-content: center; pointer-events: none;
}
.multiplier {
font-size: clamp(46px, 17vw, 88px); font-weight: 800;
font-variant-numeric: tabular-nums; letter-spacing: -0.02em;
color: var(--cyan); text-shadow: 0 0 40px #38f2e466;
}
.multiplier.crashed { color: var(--danger); text-shadow: 0 0 40px #ff4d6d66; }
.multiplier.won { color: var(--gold); text-shadow: 0 0 46px #ffc85777; }
.state {
font-size: 11px; letter-spacing: 0.24em; text-transform: uppercase;
color: var(--muted); margin-top: 6px;
}
.controls { margin-top: 14px; }
.stakerow { display: flex; align-items: center; gap: 6px; margin-bottom: 10px; }
.chip { flex: 1; font-variant-numeric: tabular-nums; padding: 12px 4px; }
.chip.on { border-color: var(--cyan); color: var(--cyan); background: #38f2e414; }
.unit { font-size: 11px; color: var(--muted); letter-spacing: 0.1em; }
.hint { min-height: 18px; margin-top: 8px; font-size: 12px; color: var(--muted); text-align: center; }
.hint.bad { color: var(--danger); }
.hint.good { color: var(--gold); }
.players { margin-top: 14px; display: flex; flex-direction: column; gap: 4px; }
.player {
display: flex; align-items: center; gap: 8px; padding: 8px 12px;
background: #ffffff06; border: 1px solid #ffffff10; border-radius: 9px;
font-size: 13px;
}
.player .who { flex: 1; overflow: hidden; text-overflow: ellipsis; white-space: nowrap; }
.player .amt { font-variant-numeric: tabular-nums; color: var(--muted); }
.player.out .amt { color: var(--gold); }
.proof { margin-top: 18px; }
.proof summary {
cursor: pointer; font-size: 11px; letter-spacing: 0.16em;
text-transform: uppercase; color: var(--muted); padding: 8px 0;
}
.kv { display: flex; gap: 10px; font-size: 11px; padding: 4px 0; }
.kv span { color: var(--muted); min-width: 96px; }
.kv code { word-break: break-all; color: var(--ink); opacity: 0.8; }
/* ---------- scratch ---------- */
.card {
background: #ffffff07; border: 1px solid #ffffff14;
border-radius: 14px; padding: 16px; margin-bottom: 14px;
}
.card h3 { margin: 0 0 4px; font-size: 18px; }
.grid {
display: grid; gap: 8px; margin: 14px 0;
}
.grid.c9 { grid-template-columns: repeat(3, 1fr); }
.grid.c6 { grid-template-columns: repeat(3, 1fr); }
.cell {
aspect-ratio: 1; display: grid; place-items: center;
font-size: 26px; border-radius: 10px;
background: linear-gradient(140deg, var(--indigo-hi), var(--indigo));
border: 1px solid #ffffff14;
transition: transform 160ms ease, background 260ms ease;
}
.cell.revealed { background: #05060d; border-color: #ffffff22; }
.cell.hit { border-color: var(--gold); box-shadow: 0 0 18px #ffc85755; }
.odds { width: 100%; border-collapse: collapse; font-size: 12px; margin-top: 8px; }
.odds th, .odds td { text-align: left; padding: 6px 4px; border-bottom: 1px solid #ffffff10; }
.odds th { color: var(--muted); font-weight: 500; font-size: 10px;
letter-spacing: 0.12em; text-transform: uppercase; }
.odds td:last-child, .odds th:last-child { text-align: right; font-variant-numeric: tabular-nums; }
.rtp { color: var(--gold); font-weight: 700; }
.result { text-align: center; padding: 10px 0; font-size: 16px; }
.result.win { color: var(--gold); font-weight: 700; }
/* ---------- wallet ---------- */
.pubkey {
display: block; word-break: break-all; font-size: 11px;
background: #00000055; padding: 10px; border-radius: 8px; margin: 8px 0;
color: var(--muted);
}
.history { display: flex; flex-direction: column; gap: 3px; }
.entry {
display: flex; gap: 10px; font-size: 12px; padding: 8px 10px;
background: #ffffff05; border-radius: 8px;
}
.entry .kind { flex: 1; color: var(--muted); }
.entry .delta { font-variant-numeric: tabular-nums; }
.entry .delta.pos { color: var(--cyan); }
.entry .delta.neg { color: var(--muted); }
.entry .after { font-variant-numeric: tabular-nums; color: var(--muted); min-width: 74px; text-align: right; }
.verify-out { margin-top: 12px; font-size: 12px; }
.verify-out .ok { color: var(--cyan); font-weight: 700; }
.verify-out .bad { color: var(--danger); font-weight: 700; }
.verify-out .kv code { font-size: 10px; }

View File

@@ -26,6 +26,19 @@ services:
timeout: 3s
retries: 20
arcade:
build: .
environment:
ARCADE_DSN: postgres://arcade:arcade_dev@postgres:5432/arcade
ARCADE_ADDR: ":8080"
# Development funding. Leave unset in any real deployment.
ARCADE_DEV_FAUCET: "${ARCADE_DEV_FAUCET:-0}"
ports: ["8080:8080"]
depends_on:
postgres: { condition: service_healthy }
redis: { condition: service_healthy }
restart: unless-stopped
volumes:
pgdata:
redisdata:

1
go.mod
View File

@@ -5,6 +5,7 @@ go 1.26.5
require github.com/jackc/pgx/v5 v5.10.0
require (
github.com/coder/websocket v1.8.15 // indirect
github.com/jackc/pgpassfile v1.0.0 // indirect
github.com/jackc/pgservicefile v0.0.0-20240606120523-5a60cdf6a761 // indirect
github.com/jackc/puddle/v2 v2.2.2 // indirect

2
go.sum
View File

@@ -1,3 +1,5 @@
github.com/coder/websocket v1.8.15 h1:6B2JPeOGlpff2Uz6vOEH1Vzpi0iUz20A+lPVhPHtNUA=
github.com/coder/websocket v1.8.15/go.mod h1:NX3SzP+inril6yawo5CQXx8+fk145lPDC6pumgx0mVg=
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
github.com/davecgh/go-spew v1.1.1 h1:vj9j/u1bqnvCEfJOwUhtlOARqs3+rkHYY13jYWTU97c=
github.com/davecgh/go-spew v1.1.1/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=

View File

@@ -0,0 +1,58 @@
-- Rounds, bets, and the verification record for every settled outcome.
--
-- Seeds are stored so that any round can be re-verified indefinitely. The
-- server seed column is NULL until the round settles: revealing it early would
-- let a player compute the outcome before betting closes.
CREATE TABLE rounds (
id BIGSERIAL PRIMARY KEY,
game TEXT NOT NULL, -- 'rocket', 'orbital', 'tower'
nonce BIGINT NOT NULL,
commitment BYTEA NOT NULL, -- SHA-256 of the server seed
server_seed BYTEA, -- revealed only after settlement
client_seed BYTEA, -- derived from participants
crash_point BIGINT, -- Q32.32 fixed-point
opened_at TIMESTAMPTZ NOT NULL DEFAULT now(),
locked_at TIMESTAMPTZ,
settled_at TIMESTAMPTZ,
CONSTRAINT reveal_is_complete CHECK (
settled_at IS NULL OR (server_seed IS NOT NULL AND crash_point IS NOT NULL)
)
);
CREATE TABLE bets (
id BIGSERIAL PRIMARY KEY,
round_id BIGINT NOT NULL REFERENCES rounds(id),
account_id BIGINT NOT NULL REFERENCES accounts(id),
stake_msat BIGINT NOT NULL CHECK (stake_msat > 0),
-- Set when the player cashes out; NULL means they rode it to the crash.
cashout_at BIGINT, -- Q32.32 multiplier
payout_msat BIGINT,
placed_at TIMESTAMPTZ NOT NULL DEFAULT now(),
settled_at TIMESTAMPTZ,
UNIQUE (round_id, account_id)
);
CREATE INDEX bets_round_idx ON bets (round_id);
CREATE INDEX bets_account_idx ON bets (account_id, id DESC);
CREATE TABLE scratch_plays (
id BIGSERIAL PRIMARY KEY,
account_id BIGINT NOT NULL REFERENCES accounts(id),
ticket_id TEXT NOT NULL,
nonce BIGINT NOT NULL,
commitment BYTEA NOT NULL,
server_seed BYTEA NOT NULL,
stake_msat BIGINT NOT NULL CHECK (stake_msat > 0),
tier_name TEXT NOT NULL,
payout_msat BIGINT NOT NULL CHECK (payout_msat >= 0),
cells INTEGER[] NOT NULL,
played_at TIMESTAMPTZ NOT NULL DEFAULT now()
);
CREATE INDEX scratch_account_idx ON scratch_plays (account_id, id DESC);
-- Rounds and plays are historical records; they are never rewritten.
CREATE TRIGGER scratch_plays_append_only
BEFORE UPDATE OR DELETE ON scratch_plays
FOR EACH ROW EXECUTE FUNCTION reject_mutation();

116
pkg/identity/identity.go Normal file
View File

@@ -0,0 +1,116 @@
// Package identity implements keypair-based sign-in.
//
// There are no accounts in the usual sense: a player's ed25519 public key is
// their identity. To prove ownership they sign a server-issued challenge, which
// is single-use and short-lived. There is no password to leak, no email to
// verify, and nothing to reset — losing the key loses the balance, which is
// stated plainly in the interface.
package identity
import (
"crypto/ed25519"
"crypto/rand"
"encoding/hex"
"errors"
"sync"
"time"
)
var (
ErrUnknownChallenge = errors.New("identity: challenge not found or expired")
ErrBadSignature = errors.New("identity: signature does not verify")
ErrBadPublicKey = errors.New("identity: malformed public key")
)
// ChallengeTTL is how long a challenge stays valid. Short, because a client
// signs it immediately.
const ChallengeTTL = 2 * time.Minute
type challenge struct {
nonce [32]byte
expires time.Time
}
// Authenticator issues and verifies sign-in challenges.
type Authenticator struct {
mu sync.Mutex
challenges map[string]challenge
now func() time.Time
}
func NewAuthenticator() *Authenticator {
return &Authenticator{
challenges: make(map[string]challenge),
now: time.Now,
}
}
// Challenge issues a fresh nonce for a public key to sign.
func (a *Authenticator) Challenge(pubkeyHex string) (string, error) {
pk, err := ParsePublicKey(pubkeyHex)
if err != nil {
return "", err
}
var n [32]byte
if _, err := rand.Read(n[:]); err != nil {
panic("identity: system randomness unavailable: " + err.Error())
}
a.mu.Lock()
defer a.mu.Unlock()
a.sweepLocked()
a.challenges[hex.EncodeToString(pk)] = challenge{
nonce: n,
expires: a.now().Add(ChallengeTTL),
}
return hex.EncodeToString(n[:]), nil
}
// Verify checks a signature over the outstanding challenge for that key and
// consumes it, so a captured signature cannot be replayed.
func (a *Authenticator) Verify(pubkeyHex, signatureHex string) error {
pk, err := ParsePublicKey(pubkeyHex)
if err != nil {
return err
}
sig, err := hex.DecodeString(signatureHex)
if err != nil || len(sig) != ed25519.SignatureSize {
return ErrBadSignature
}
a.mu.Lock()
key := hex.EncodeToString(pk)
c, ok := a.challenges[key]
if ok {
delete(a.challenges, key) // single use, whether or not it verifies
}
now := a.now()
a.mu.Unlock()
if !ok || now.After(c.expires) {
return ErrUnknownChallenge
}
if !ed25519.Verify(pk, c.nonce[:], sig) {
return ErrBadSignature
}
return nil
}
// sweepLocked drops expired challenges. Called under the mutex.
func (a *Authenticator) sweepLocked() {
now := a.now()
for k, c := range a.challenges {
if now.After(c.expires) {
delete(a.challenges, k)
}
}
}
// ParsePublicKey decodes and validates a hex-encoded ed25519 public key.
func ParsePublicKey(s string) (ed25519.PublicKey, error) {
b, err := hex.DecodeString(s)
if err != nil || len(b) != ed25519.PublicKeySize {
return nil, ErrBadPublicKey
}
return ed25519.PublicKey(b), nil
}

View File

@@ -0,0 +1,86 @@
package identity_test
import (
"crypto/ed25519"
"crypto/rand"
"encoding/hex"
"errors"
"testing"
"github.com/drjones/quantum-arcade/pkg/identity"
)
func newKey(t *testing.T) (string, ed25519.PrivateKey) {
t.Helper()
pub, priv, err := ed25519.GenerateKey(rand.Reader)
if err != nil {
t.Fatal(err)
}
return hex.EncodeToString(pub), priv
}
func TestValidSignatureAuthenticates(t *testing.T) {
a := identity.NewAuthenticator()
pubHex, priv := newKey(t)
nonceHex, err := a.Challenge(pubHex)
if err != nil {
t.Fatal(err)
}
nonce, _ := hex.DecodeString(nonceHex)
sig := ed25519.Sign(priv, nonce)
if err := a.Verify(pubHex, hex.EncodeToString(sig)); err != nil {
t.Fatalf("valid signature rejected: %v", err)
}
}
func TestWrongKeyCannotAuthenticate(t *testing.T) {
a := identity.NewAuthenticator()
pubHex, _ := newKey(t)
_, otherPriv := newKey(t)
nonceHex, _ := a.Challenge(pubHex)
nonce, _ := hex.DecodeString(nonceHex)
sig := ed25519.Sign(otherPriv, nonce)
if err := a.Verify(pubHex, hex.EncodeToString(sig)); !errors.Is(err, identity.ErrBadSignature) {
t.Fatalf("got %v, want ErrBadSignature", err)
}
}
// A captured signature must not work twice.
func TestChallengeIsSingleUse(t *testing.T) {
a := identity.NewAuthenticator()
pubHex, priv := newKey(t)
nonceHex, _ := a.Challenge(pubHex)
nonce, _ := hex.DecodeString(nonceHex)
sigHex := hex.EncodeToString(ed25519.Sign(priv, nonce))
if err := a.Verify(pubHex, sigHex); err != nil {
t.Fatal(err)
}
if err := a.Verify(pubHex, sigHex); !errors.Is(err, identity.ErrUnknownChallenge) {
t.Fatalf("replay succeeded or gave %v, want ErrUnknownChallenge", err)
}
}
func TestMalformedKeyRejected(t *testing.T) {
a := identity.NewAuthenticator()
if _, err := a.Challenge("not-hex"); !errors.Is(err, identity.ErrBadPublicKey) {
t.Fatalf("got %v, want ErrBadPublicKey", err)
}
if _, err := a.Challenge("aabb"); !errors.Is(err, identity.ErrBadPublicKey) {
t.Fatalf("short key: got %v, want ErrBadPublicKey", err)
}
}
func TestVerifyWithoutChallengeFails(t *testing.T) {
a := identity.NewAuthenticator()
pubHex, priv := newKey(t)
sig := ed25519.Sign(priv, []byte("anything"))
if err := a.Verify(pubHex, hex.EncodeToString(sig)); !errors.Is(err, identity.ErrUnknownChallenge) {
t.Fatalf("got %v, want ErrUnknownChallenge", err)
}
}

446
pkg/room/room.go Normal file
View File

@@ -0,0 +1,446 @@
// Package room runs the shared crash rounds.
//
// A round moves through four states: betting_open, locked, running, settled.
// The server seed is committed before betting opens and revealed only at
// settlement, so no one — including the operator — can know the crash point
// while bets are still being placed.
//
// All money movement goes through the ledger in a single transaction per
// settlement, which is what keeps the books balanced under load.
package room
import (
"context"
"encoding/hex"
"fmt"
"sync"
"time"
"github.com/drjones/quantum-arcade/pkg/fair"
"github.com/drjones/quantum-arcade/pkg/fixed"
"github.com/drjones/quantum-arcade/pkg/ledger"
"github.com/drjones/quantum-arcade/pkg/sim"
"github.com/jackc/pgx/v5/pgxpool"
)
// State is the phase of a round.
type State string
const (
StateBetting State = "betting_open"
StateLocked State = "locked"
StateRunning State = "running"
StateSettled State = "settled"
)
// Timings. The betting window is deliberately generous: at a party, people are
// walking up to their phones mid-round.
const (
BettingWindow = 20 * time.Second
LockedPause = 3 * time.Second
SettledPause = 7 * time.Second
TickInterval = time.Second / sim.TickHz
)
// Bet is one player's position in the current round.
type Bet struct {
AccountID int64
Pubkey []byte
Nickname string
StakeMsat int64
CashedOutAt fixed.F // zero until they cash out
PayoutMsat int64
}
// Snapshot is what clients render. It carries the seed inputs so a client can
// verify the round the moment it settles.
type Snapshot struct {
RoundID int64 `json:"round_id"`
Game string `json:"game"`
State State `json:"state"`
Tick int `json:"tick"`
Multiplier string `json:"multiplier"`
Commitment string `json:"commitment"`
ServerSeed string `json:"server_seed,omitempty"` // only once settled
CrashPoint string `json:"crash_point,omitempty"` // only once settled
Players []Player `json:"players"`
HousePotMsat int64 `json:"house_pot_msat"`
NextPhaseIn float64 `json:"next_phase_in_seconds"`
}
// Player is the public view of a participant.
type Player struct {
Nickname string `json:"nickname"`
PubkeyHex string `json:"pubkey"`
StakeMsat int64 `json:"stake_msat"`
CashedOut string `json:"cashed_out,omitempty"`
PayoutMsat int64 `json:"payout_msat"`
}
// Room runs one game's round loop.
type Room struct {
Game string
pool *pgxpool.Pool
ledger *ledger.Ledger
mu sync.RWMutex
roundID int64
state State
tick int
nonce uint64
serverSeed fair.ServerSeed
commitment [32]byte
crashPoint fixed.F
bets map[int64]*Bet
order [][]byte // participant pubkeys in join order
phaseEnds time.Time
subscribers map[chan Snapshot]struct{}
subMu sync.Mutex
}
func New(game string, pool *pgxpool.Pool, l *ledger.Ledger) *Room {
return &Room{
Game: game,
pool: pool,
ledger: l,
state: StateSettled,
bets: make(map[int64]*Bet),
subscribers: make(map[chan Snapshot]struct{}),
phaseEnds: time.Now(),
}
}
// Subscribe returns a channel of snapshots. The channel is buffered and drops
// updates rather than blocking the round loop: a slow phone must never stall
// the game for everyone else.
func (r *Room) Subscribe() (<-chan Snapshot, func()) {
ch := make(chan Snapshot, 8)
r.subMu.Lock()
r.subscribers[ch] = struct{}{}
r.subMu.Unlock()
return ch, func() {
r.subMu.Lock()
delete(r.subscribers, ch)
close(ch)
r.subMu.Unlock()
}
}
func (r *Room) broadcast() {
snap := r.Snapshot()
r.subMu.Lock()
defer r.subMu.Unlock()
for ch := range r.subscribers {
select {
case ch <- snap:
default: // subscriber is behind; skip this frame
}
}
}
// Run drives the round loop until the context is cancelled.
func (r *Room) Run(ctx context.Context) error {
ticker := time.NewTicker(TickInterval)
defer ticker.Stop()
for {
select {
case <-ctx.Done():
return ctx.Err()
case <-ticker.C:
if err := r.step(ctx); err != nil {
// A failed step must not kill the room; log-and-continue keeps
// the arcade running even if the database blips.
fmt.Printf("room %s: step error: %v\n", r.Game, err)
}
}
}
}
func (r *Room) step(ctx context.Context) error {
r.mu.Lock()
state, phaseEnds := r.state, r.phaseEnds
r.mu.Unlock()
now := time.Now()
switch state {
case StateSettled:
if now.After(phaseEnds) {
return r.openRound(ctx)
}
case StateBetting:
if now.After(phaseEnds) {
r.mu.Lock()
r.state = StateLocked
r.phaseEnds = now.Add(LockedPause)
r.mu.Unlock()
r.broadcast()
}
case StateLocked:
if now.After(phaseEnds) {
return r.startRunning(ctx)
}
case StateRunning:
r.mu.Lock()
r.tick++
reached := sim.MultiplierAt(r.tick)
// A crash point beyond what the curve expresses would otherwise never
// be reached, so the tick ceiling also ends the round.
crashed := reached >= r.crashPoint || r.tick >= sim.RoundTicks
r.mu.Unlock()
if crashed {
return r.settle(ctx)
}
r.broadcast()
}
return nil
}
// openRound commits to a fresh server seed and opens betting.
func (r *Room) openRound(ctx context.Context) error {
seed := fair.NewServerSeed()
commitment := seed.Commitment()
r.mu.Lock()
r.nonce++
nonce := r.nonce
r.mu.Unlock()
var roundID int64
err := r.pool.QueryRow(ctx,
`INSERT INTO rounds (game, nonce, commitment) VALUES ($1, $2, $3) RETURNING id`,
r.Game, int64(nonce), commitment[:]).Scan(&roundID)
if err != nil {
return fmt.Errorf("opening round: %w", err)
}
r.mu.Lock()
r.roundID = roundID
r.serverSeed = seed
r.commitment = commitment
r.crashPoint = 0
r.tick = 0
r.bets = make(map[int64]*Bet)
r.order = nil
r.state = StateBetting
r.phaseEnds = time.Now().Add(BettingWindow)
r.mu.Unlock()
r.broadcast()
return nil
}
// startRunning derives the crash point from the committed seed and the
// participant set, then begins the climb.
func (r *Room) startRunning(ctx context.Context) error {
r.mu.Lock()
clientSeed := fair.ClientSeed(r.order)
roundSeed := fair.RoundSeed(r.serverSeed, clientSeed, r.nonce)
r.crashPoint = sim.CrashPoint(roundSeed)
r.state = StateRunning
r.tick = 0
roundID := r.roundID
crash := r.crashPoint
r.mu.Unlock()
if _, err := r.pool.Exec(ctx,
`UPDATE rounds SET locked_at = now(), client_seed = $2, crash_point = $3
WHERE id = $1`,
roundID, clientSeed[:], int64(crash)); err != nil {
return fmt.Errorf("locking round: %w", err)
}
r.broadcast()
return nil
}
// settle pays out everyone who cashed out in time and reveals the seed.
// Payouts are written as one ledger transaction so the books cannot be left
// half-updated.
func (r *Room) settle(ctx context.Context) error {
r.mu.Lock()
roundID := r.roundID
seed := r.serverSeed
crash := r.crashPoint
bets := make([]*Bet, 0, len(r.bets))
for _, b := range r.bets {
bets = append(bets, b)
}
r.state = StateSettled
r.phaseEnds = time.Now().Add(SettledPause)
r.mu.Unlock()
house, err := r.ledger.AccountByName(ctx, "house_pot")
if err != nil {
return err
}
var postings []ledger.Posting
var housePays int64
for _, b := range bets {
if b.CashedOutAt == 0 {
continue // rode it into the crash; the stake already sits with the house
}
payout := b.StakeMsat * int64(b.CashedOutAt) / int64(fixed.One)
b.PayoutMsat = payout
if payout > 0 {
postings = append(postings, ledger.Posting{AccountID: b.AccountID, AmountMsat: payout})
housePays += payout
}
if _, err := r.pool.Exec(ctx,
`UPDATE bets SET payout_msat = $2, settled_at = now()
WHERE round_id = $1 AND account_id = $3`,
roundID, payout, b.AccountID); err != nil {
return fmt.Errorf("recording payout: %w", err)
}
}
if housePays > 0 {
postings = append(postings, ledger.Posting{AccountID: house, AmountMsat: -housePays})
rid := roundID
if _, err := r.ledger.Post(ctx, "payout", &rid, postings); err != nil {
return fmt.Errorf("settling round %d: %w", roundID, err)
}
}
// pgx encodes byte slices, not fixed-size arrays, so the seed is sliced.
seedBytes := seed.Bytes()
if _, err := r.pool.Exec(ctx,
`UPDATE rounds SET settled_at = now(), server_seed = $2 WHERE id = $1`,
roundID, seedBytes[:]); err != nil {
return fmt.Errorf("revealing seed: %w", err)
}
_ = crash
r.broadcast()
return nil
}
// PlaceBet takes a stake during the betting window. The stake moves to the
// house immediately, so a player can never bet money they do not have.
func (r *Room) PlaceBet(ctx context.Context, accountID int64, pubkey []byte, nickname string, stakeMsat int64) error {
if stakeMsat <= 0 {
return ledger.ErrNonPositiveAmount
}
r.mu.Lock()
if r.state != StateBetting {
r.mu.Unlock()
return fmt.Errorf("betting is closed")
}
if _, exists := r.bets[accountID]; exists {
r.mu.Unlock()
return fmt.Errorf("already in this round")
}
roundID := r.roundID
r.mu.Unlock()
house, err := r.ledger.AccountByName(ctx, "house_pot")
if err != nil {
return err
}
rid := roundID
if _, err := r.ledger.Post(ctx, "bet", &rid, []ledger.Posting{
{AccountID: accountID, AmountMsat: -stakeMsat},
{AccountID: house, AmountMsat: stakeMsat},
}); err != nil {
return err
}
if _, err := r.pool.Exec(ctx,
`INSERT INTO bets (round_id, account_id, stake_msat) VALUES ($1, $2, $3)`,
roundID, accountID, stakeMsat); err != nil {
return err
}
r.mu.Lock()
// Re-check state: the window may have closed while we were in the database.
if r.state != StateBetting || r.roundID != roundID {
r.mu.Unlock()
return fmt.Errorf("betting closed while placing bet")
}
r.bets[accountID] = &Bet{
AccountID: accountID, Pubkey: pubkey,
Nickname: nickname, StakeMsat: stakeMsat,
}
r.order = append(r.order, pubkey)
r.mu.Unlock()
r.broadcast()
return nil
}
// CashOut locks in the current multiplier. It is rejected once the round has
// passed the crash point, which the tick loop enforces by settling first.
func (r *Room) CashOut(accountID int64) (fixed.F, error) {
r.mu.Lock()
defer r.mu.Unlock()
if r.state != StateRunning {
return 0, fmt.Errorf("round is not running")
}
b, ok := r.bets[accountID]
if !ok {
return 0, fmt.Errorf("no bet in this round")
}
if b.CashedOutAt != 0 {
return 0, fmt.Errorf("already cashed out")
}
at := sim.MultiplierAt(r.tick)
if at >= r.crashPoint {
return 0, fmt.Errorf("too late")
}
b.CashedOutAt = at
go func() {
if _, err := r.pool.Exec(context.Background(),
`UPDATE bets SET cashout_at = $3 WHERE round_id = $1 AND account_id = $2`,
r.roundID, accountID, int64(at)); err != nil {
fmt.Printf("room %s: recording cashout: %v\n", r.Game, err)
}
}()
return at, nil
}
// Snapshot renders the current state for clients.
func (r *Room) Snapshot() Snapshot {
r.mu.RLock()
defer r.mu.RUnlock()
players := make([]Player, 0, len(r.bets))
for _, b := range r.bets {
p := Player{
Nickname: b.Nickname,
PubkeyHex: hex.EncodeToString(b.Pubkey),
StakeMsat: b.StakeMsat,
PayoutMsat: b.PayoutMsat,
}
if b.CashedOutAt != 0 {
p.CashedOut = b.CashedOutAt.String()
}
players = append(players, p)
}
s := Snapshot{
RoundID: r.roundID,
Game: r.Game,
State: r.state,
Tick: r.tick,
Multiplier: sim.MultiplierAt(r.tick).String(),
Commitment: hex.EncodeToString(r.commitment[:]),
Players: players,
NextPhaseIn: time.Until(r.phaseEnds).Seconds(),
}
// The seed is revealed only once the round is over.
if r.state == StateSettled && r.crashPoint != 0 {
s.ServerSeed = r.serverSeed.Hex()
s.CrashPoint = r.crashPoint.String()
}
return s
}

View File

@@ -12,10 +12,17 @@ const HouseEdgeBP int64 = 200
// TickHz is the simulation rate. Rounds advance in whole ticks only.
const TickHz = 60
// growthPerTickBP is multiplier growth per tick, in basis points of the current
// value. At 6bp and 60Hz the multiplier reaches 2x in roughly 19 seconds, which
// is long enough to feel the climb and short enough to keep rounds moving.
const growthPerTickBP int64 = 6
// RoundTicks is the hard ceiling on a round's length: 60 seconds at 60Hz.
//
// The multiplier follows a hyperbolic curve that diverges at exactly this
// tick, so no round can run longer no matter how extreme the crash point.
// An exponential curve has no such bound — a 275x round on one takes over two
// and a half minutes, which is unplayable when a dozen people are waiting.
const RoundTicks = 60 * TickHz
// MaxMultiplier is the largest value the curve expresses, reached on the final
// tick. Crash points at or above it settle when the round hits its ceiling.
func MaxMultiplier() fixed.F { return MultiplierAt(RoundTicks - 1) }
// CrashPoint derives the multiplier at which a round ends, as a pure function of
// the seed.
@@ -48,31 +55,49 @@ func CrashPoint(seed [32]byte) fixed.F {
return cp
}
// step is the per-tick growth factor, 1 + growthPerTickBP/10000, in Q32.32.
func step() fixed.F {
return fixed.One + fixed.F(growthPerTickBP<<32/10000)
}
// MultiplierAt returns the multiplier displayed at a given tick of the round,
// compounding from 1.0.
// MultiplierAt returns the multiplier displayed at a given tick.
//
// m(t) = 1 / (1 - t/T)^2
//
// It starts at 1.0, rises slowly at first, and accelerates without bound as t
// approaches T. That acceleration is the tension: the longer you hold, the
// faster the number moves away from you, and the less time you have to react.
// It is also O(1), so a long round costs no more per tick than a short one.
func MultiplierAt(tick int) fixed.F {
m := fixed.One
s := step()
for i := 0; i < tick; i++ {
m = m.Mul(s)
if tick <= 0 {
return fixed.One
}
return m
// Clamp the tick, not the value: clamping the value would make the curve
// step backwards at the boundary if rounding put the last computed point
// above the nominal ceiling.
if tick >= RoundTicks {
tick = RoundTicks - 1
}
// remaining = 1 - tick/T, always in (0, 1].
remaining := fixed.One - fixed.FromInt(int64(tick)).Div(fixed.FromInt(RoundTicks))
return fixed.One.Div(remaining.Mul(remaining))
}
// TicksToMultiplier returns the first tick at which MultiplierAt reaches m.
// TicksToMultiplier returns the first tick at which MultiplierAt reaches m,
// inverting the curve: t = T * (1 - 1/sqrt(m)).
func TicksToMultiplier(m fixed.F) int {
cur := fixed.One
s := step()
for tick := 0; tick < 1_000_000; tick++ {
if cur >= m {
if m <= fixed.One {
return 0
}
if m >= MaxMultiplier() {
return RoundTicks
}
inv := fixed.One.Div(fixed.Sqrt(m))
t := fixed.FromInt(RoundTicks).Mul(fixed.One - inv).Int()
// Rounding in fixed point can land a tick early; step forward to the first
// tick that genuinely reaches the target.
tick := int(t)
for tick > 0 && MultiplierAt(tick-1) >= m {
tick--
}
for tick < RoundTicks && MultiplierAt(tick) < m {
tick++
}
return tick
}
cur = cur.Mul(s)
}
return 1_000_000
}

View File

@@ -95,3 +95,33 @@ func TestTicksToMultiplierRoundTrips(t *testing.T) {
}
}
}
// No round may outlast the ceiling, however extreme the crash point.
func TestRoundLengthIsBounded(t *testing.T) {
if got := MultiplierAt(RoundTicks); got != MaxMultiplier() {
t.Fatalf("curve past the ceiling = %v, want %v", got, MaxMultiplier())
}
// Even the most extreme crash point settles within the ceiling.
worst := fixed.FromInt(4_000_000_000)
if tick := TicksToMultiplier(worst); tick > RoundTicks {
t.Fatalf("extreme crash point needs %d ticks, ceiling is %d", tick, RoundTicks)
}
}
// Timings that matter for how the game feels.
func TestCurveTimings(t *testing.T) {
for _, c := range []struct {
multiplier int64
maxSeconds float64
}{
{2, 20}, // the common case should arrive quickly
{10, 45},
{100, 56},
} {
tick := TicksToMultiplier(fixed.FromInt(c.multiplier))
secs := float64(tick) / TickHz
if secs > c.maxSeconds {
t.Errorf("%dx takes %.1fs, want under %.0fs", c.multiplier, secs, c.maxSeconds)
}
}
}