Auto cash-out closes a position at exactly the chosen target rather than
the next tick's multiplier, and fires whenever the target is at or below
the crash point. This is the feature that makes the game playable over a
network, where manual timing is at the mercy of latency.
House edge drops from 2% to 1% across crash and scratch. Scratch prize
tables retuned so the published 99% RTP is exact.
Adds docs/API.md: the client uses no private endpoints, so anyone can
write a bot against the same API.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
At u=1 the unsigned quotient exceeded int64 and wrapped negative, so the
rarest and most valuable outcome silently became an instant 1.00x loss.
At u=2 it produced a 2.1-billion-times payout the house could never
cover, which would have left settlement failing and the player unpaid.
The crash point is now capped at the largest multiplier the curve can
express, which is unreachable anyway since the round hits its tick
ceiling first.
FromInt now panics outside the Q32.32 integer range instead of wrapping
a positive input into a negative value.
Raises coverage to 88% overall; adds a Makefile with db-reset, since the
append-only ledger steadily consumes bridge headroom across test runs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>