The costs page states both deductions and, for each game, the maths
return alongside what players actually receive. It is rendered from
/api/fees, which the server generates from the same schedule it charges,
so the published terms cannot drift from the behaviour.
Backups every five minutes with a rolling 24 hours. Each dump is checked
for size and format before replacing the previous one — a backup script
that reports success on a truncated file is worse than none, because it
turns a recoverable outage into silent loss found only when needed. A
nightly job restores the newest snapshot and asserts the ledger balances.
The standby continuously restores into a shadow database and swaps only
after verifying the books, so it is never mid-restore when needed and
never promotes a corrupt copy. Promotion does not contact the dead
machine, and it refuses to start if the ledger does not balance.
Kernel tuning is tied to measured limits, not copied defaults. Alby Hub
is explicitly excluded from snapshot restore: publishing a stale channel
state can lose the channel balance outright.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Fees now flow through settlement. The payout and the deduction are posted
as separate ledger transactions rather than netted, so a player's history
shows the full win and the charge as itemised lines instead of a quietly
smaller win.
The admin console shows treasury, liability, revenue, every posting,
every round, and risk flags. Auth is a constant-time token compare and
the surface is not mounted at all unless ARCADE_ADMIN_TOKEN is set, so a
default deployment has no admin endpoint to attack. The token lives in
browser memory only.
It is read-only over game outcomes by design: seeds show only after
settlement and nothing can alter a crash point. A control that could
would make the fairness proof a lie.
The console immediately found a real bug: 343 unresolved rounds, because
the reconciler only considered rounds with bets and abandoned empty ones
accumulated forever, burying the signal. Now cleared automatically.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two deductions on payouts: a percentage rake and flooring to whole
satoshis. Neither can be hidden — every millisatoshi is a double-entry
posting, so each appears as its own line in the player's history and the
conservation check fails if any amount goes unaccounted.
A rake makes the advertised 99% false, so EffectiveRTPBasisPoints
computes what players actually receive and the disclosure page is
rendered from it. A test simulates 200,000 rounds and asserts the
published figure matches what was really paid.
Fixes an overflow found by the tests: gross * RakeBP exceeds int64 for
large payouts, so the multiplication is split into whole and remainder
parts.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The node is an interface, so the code where money is actually at risk is
tested against a fake that can be made to fail, stall, or lie. Plugging
in Alby Hub is configuration, not new code.
Crediting a deposit is idempotent by payment hash: a node reporting the
same settlement twice must not mint money. Withdrawals debit before they
pay, because a payment that succeeds while the ledger write fails loses
money permanently, whereas the reverse is recoverable. Withdrawals above
a threshold wait for a human, which bounds what a stolen session token
can remove.
17 tests including concurrent settlement, concurrent double-spend,
concurrent processors, failed payment refunds, fee caps, and solvency.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Fixes the money bug flagged earlier. When an instance died mid-round its
players had already been debited, so their stakes sat with the house:
balanced books, quietly robbed players. Every instance now sweeps for
unresolved rounds and refunds them.
Such a round is marked void, not settled. The schema caught this: the
reveal_is_complete constraint requires a settled round to publish its
seed, and an abandoned round has no outcome to reveal. Void is a distinct
state with its own column and a check that the two are exclusive.
Claiming happens before money moves, so concurrent reconcilers on
different instances refund exactly once.
Adds TestFullPlayerJourney: sign-in with no account, fund, scratch, bet
with an auto target, settle, verify the round independently, check the
ledger history is continuous, transfer to a friend, and confirm the books
still sum to zero. It asserts against the ledger rather than the API's
own summary.
Adds cmd/loadtest. One instance on 4 cores held 25,000 concurrent
websocket connections with zero failures at 586MB RSS, about 26KB per
connection, with the load generator competing for the same CPU.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
An instance decides what it is at startup instead of being told: it
generates its own identity, registers a heartbeat, and campaigns for
each game. Exactly one instance drives a game's rounds and publishes
frames; the rest relay them and forward mutations to the leader. Clone
the VM, boot it, done.
Sessions and the scratch nonce move to Redis. Both were per-instance
state that would have broken behind a load balancer: a token minted by
one clone was unknown to the others, and two clones would have handed
the same nonce to different players, which for the same key means the
same outcome.
Fixes a bug found by running two instances: /api/games read the local
room object, so a follower reported a permanently settled game and its
clients never saw a betting window. Hubs now serve the last frame they
saw, produced or relayed.
Failover measured at 6s after kill -9 on an instance leading two games.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Measured, then fixed, the three things that made a crowd impossible.
Ledger: Post issued three round trips per posting, so settlement scaled
in network latency rather than work. It is now two statements regardless
of leg count — settling 1000 winners went 844ms to 220ms. The lock and
the balance read must stay separate statements: a single statement, even
one whose CTE does FOR UPDATE, evaluates against a snapshot taken before
the locks are held, so concurrent transactions read stale balances and
money disappears. The conservation tests caught exactly that.
Broadcast: every connection marshalled its own copy, ~355us each. At any
real crowd that exceeds the tick interval by orders of magnitude. Frames
are now serialised once per broadcast and shared.
Feed: the player list is capped at 24 and carries no public keys, and
running rounds broadcast at 5Hz instead of 60Hz. Clients compute the
multiplier locally from the round start time, which the deterministic
curve makes exact. Frame size fell from 3.6KB to 1.8KB.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three WebGL scenes on one renderer and one context, since a phone should
not allocate a context per game: a rocket straining against gravity, a
decaying orbit, and a tower that sways harder the higher it stacks. The
loop stops when the tab is hidden.
Navigation moves to the bottom, where a thumb already is. New Stats view
with balance history, cash-out rate, and a distribution chart that plots
observed crash points against what the published maths predicts — the
honest version of a hot-numbers board.
Charts are hand-built SVG, ~300 lines, rather than a library that would
cost more to load than the 3D engine.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Player identity is now Ed25519 and ML-DSA-65 (NIST FIPS 204) together,
both signatures required. An attacker must break lattice assumptions and
elliptic curves, not either one — which covers both the quantum threat to
Ed25519 and the possibility that a 2024 lattice standard does not hold.
Signatures are domain-separated to this application so one captured from
another ML-DSA protocol cannot be replayed.
Licensed AGPL-3.0: a fork stood up as a service must publish its changes,
which is what keeps a provably-fair platform honest.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
An adversarial posting set of two MaxInt64 legs plus one of 2 wraps to
zero in int64 arithmetic, so the balance check passed and the ledger
minted 18 quintillion millisatoshis from nothing. The sum is now
accumulated in big.Int, per-account balance arithmetic is checked for
wraparound, and the audit totals parse through big.Int so a corrupt
ledger reports a clear error rather than failing to scan.
Adds room package tests (0% -> covered) and ledger edge cases.
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>
Scratch odds tables are derived from the same tier list that generates
outcomes, so the published odds cannot drift from reality. Tests assert
observed frequencies and empirical RTP against the published figures;
the initial prize tables claimed 98% but actually paid 56%.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Lightning bridge is modelled as the boundary with the outside
world and is the one account permitted to go negative; its negative
balance is exactly what is owed to players inside the system. All
other accounts are floored at zero by both the application and a
database trigger.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Seed expansion uses SplitMix64 so all 32 seed bytes affect the stream;
copying the seed directly into xoshiro state left the first draw
dependent only on bytes 8-15.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>