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drjones
5c3393b989 feat(ui): 3D scenes, mobile-first layout, portfolio charts
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>
2026-08-05 22:26:35 +00:00
drjones
5210266fd6 feat(pqid): hybrid post-quantum identity, AGPL-3.0 license
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>
2026-08-05 22:17:54 +00:00
12 changed files with 2212 additions and 191 deletions

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network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<https://www.gnu.org/licenses/>.

View File

@@ -1,7 +1,7 @@
/* Quantum Arcade client. /* Quantum Arcade client.
* *
* Identity is an ed25519 keypair generated in the browser and kept in * Identity is a keypair generated in the browser and kept in localStorage.
* localStorage. There is no account to create and no password to lose. * There is no account to create and no password to lose.
* *
* The verifier recomputes round outcomes locally with WebCrypto. It never asks * The verifier recomputes round outcomes locally with WebCrypto. It never asks
* the server whether a round was fair — it checks. * the server whether a round was fair — it checks.
@@ -10,10 +10,14 @@
* Nothing that originates from another player (nicknames, keys) or from the * Nothing that originates from another player (nicknames, keys) or from the
* server ever reaches innerHTML. */ * server ever reaches innerHTML. */
import { Arcade3D } from '/scene3d.js';
import * as charts from '/charts.js';
const KEY_STORAGE = 'quantum-arcade-key'; const KEY_STORAGE = 'quantum-arcade-key';
const NAME_STORAGE = 'quantum-arcade-name'; const NAME_STORAGE = 'quantum-arcade-name';
const STATS_STORAGE = 'quantum-arcade-stats';
let keypair = null; // { publicKeyHex, privateKey (CryptoKey) } let keypair = null;
let token = null; let token = null;
let nickname = ''; let nickname = '';
let stake = 5000; // millisatoshis let stake = 5000; // millisatoshis
@@ -21,6 +25,38 @@ let currentGame = 'rocket';
let socket = null; let socket = null;
let snapshot = null; let snapshot = null;
let myBet = null; // 'in' | 'out' | null let myBet = null; // 'in' | 'out' | null
let scene = null;
let balanceMsat = 0;
/* Session statistics, kept client-side. The ledger remains the authority on
* money; this is only for the charts. */
const stats = loadStats();
function loadStats() {
try {
const raw = JSON.parse(localStorage.getItem(STATS_STORAGE) || '{}');
return {
crashes: raw.crashes || [], // crash points seen, for distribution
balances: raw.balances || [], // balance samples over time
wagered: raw.wagered || 0,
plays: raw.plays || 0,
wins: raw.wins || 0,
losses: raw.losses || 0,
best: raw.best || 0,
sessionStart: null, // set at sign-in, never persisted
};
} catch {
return { crashes: [], balances: [], wagered: 0, plays: 0,
wins: 0, losses: 0, best: 0, sessionStart: null };
}
}
function saveStats() {
// Cap the arrays so localStorage cannot grow without bound over a long night.
stats.crashes = stats.crashes.slice(-300);
stats.balances = stats.balances.slice(-300);
localStorage.setItem(STATS_STORAGE, JSON.stringify(stats));
}
const $ = (id) => document.getElementById(id); const $ = (id) => document.getElementById(id);
const sats = (msat) => Math.round(msat / 1000).toLocaleString(); const sats = (msat) => Math.round(msat / 1000).toLocaleString();
@@ -44,6 +80,11 @@ function clear(node) {
while (node.firstChild) node.removeChild(node.firstChild); while (node.firstChild) node.removeChild(node.firstChild);
} }
/* A short haptic tap. Phones only, and silently absent elsewhere. */
function buzz(ms) {
if (navigator.vibrate) navigator.vibrate(ms);
}
/* ---------------- identity ---------------- */ /* ---------------- identity ---------------- */
async function loadOrCreateKey() { async function loadOrCreateKey() {
@@ -88,10 +129,16 @@ async function signIn() {
$('signin').hidden = true; $('signin').hidden = true;
$('app').hidden = false; $('app').hidden = false;
$('tabs').hidden = false;
$('balance-wrap').hidden = false; $('balance-wrap').hidden = false;
setBalance(res.balance_msat); setBalance(res.balance_msat);
stats.sessionStart = res.balance_msat;
$('pubkey').textContent = keypair.publicKeyHex; $('pubkey').textContent = keypair.publicKeyHex;
scene = new Arcade3D($('scene'));
scene.setGame(currentGame);
scene.start();
connect(currentGame); connect(currentGame);
loadScratch(); loadScratch();
} }
@@ -102,8 +149,7 @@ async function api(method, path, body) {
const headers = { 'Content-Type': 'application/json' }; const headers = { 'Content-Type': 'application/json' };
if (token) headers['Authorization'] = 'Bearer ' + token; if (token) headers['Authorization'] = 'Bearer ' + token;
const res = await fetch(path, { const res = await fetch(path, {
method, method, headers,
headers,
body: body ? JSON.stringify(body) : undefined, body: body ? JSON.stringify(body) : undefined,
}); });
const data = await res.json().catch(() => ({})); const data = await res.json().catch(() => ({}));
@@ -112,11 +158,17 @@ async function api(method, path, body) {
} }
function setBalance(msat) { function setBalance(msat) {
balanceMsat = msat;
$('balance').textContent = sats(msat); $('balance').textContent = sats(msat);
const last = stats.balances[stats.balances.length - 1];
if (last !== msat) {
stats.balances.push(msat);
saveStats();
}
} }
/* Reads the auto cash-out box. Returns 0 when empty or invalid, which the /* ---------------- auto cash-out ---------------- */
* server treats as "no target". */
function autoTarget() { function autoTarget() {
const v = parseFloat($('auto-target').value); const v = parseFloat($('auto-target').value);
return Number.isFinite(v) && v > 1 ? v : 0; return Number.isFinite(v) && v > 1 ? v : 0;
@@ -132,6 +184,7 @@ function connect(game) {
if (socket) socket.close(); if (socket) socket.close();
currentGame = game; currentGame = game;
myBet = null; myBet = null;
if (scene) scene.setGame(game);
const proto = location.protocol === 'https:' ? 'wss' : 'ws'; const proto = location.protocol === 'https:' ? 'wss' : 'ws';
socket = new WebSocket(`${proto}://${location.host}/ws/${game}`); socket = new WebSocket(`${proto}://${location.host}/ws/${game}`);
socket.onmessage = (ev) => onSnapshot(JSON.parse(ev.data)); socket.onmessage = (ev) => onSnapshot(JSON.parse(ev.data));
@@ -140,37 +193,54 @@ function connect(game) {
function onSnapshot(s) { function onSnapshot(s) {
const roundChanged = !snapshot || snapshot.round_id !== s.round_id; const roundChanged = !snapshot || snapshot.round_id !== s.round_id;
const wasSettled = snapshot && snapshot.state === 'settled';
snapshot = s; snapshot = s;
if (roundChanged) myBet = null; if (roundChanged) myBet = null;
const mult = $('multiplier'); const mult = $('multiplier');
mult.textContent = parseFloat(s.multiplier).toFixed(2) + '×'; const current = parseFloat(s.multiplier);
mult.textContent = current.toFixed(2) + '×';
mult.className = 'multiplier'; mult.className = 'multiplier';
$('commitment').textContent = s.commitment || '—'; $('commitment').textContent = s.commitment || '—';
$('revealed').textContent = s.server_seed || 'sealed until the round ends'; $('revealed').textContent = s.server_seed || 'sealed until the round ends';
const potMsat = (s.players || []).reduce((n, p) => n + p.stake_msat, 0);
$('potline').textContent = potMsat
? `${(s.players || []).length} in · ${sats(potMsat)} sats at stake`
: 'no bets yet';
// Drive the 3D scene. Progress is log-scaled so the early climb is visible
// and the tail does not saturate instantly.
if (scene) {
scene.setState(Math.log(Math.max(1, current)) / Math.log(25),
s.state === 'settled');
}
const action = $('action'); const action = $('action');
const hint = $('hint'); const hint = $('hint');
switch (s.state) { switch (s.state) {
case 'betting_open': case 'betting_open':
$('state').textContent = `betting closes in ${Math.max(0, s.next_phase_in_seconds).toFixed(0)}s`; $('state').textContent =
`betting closes in ${Math.max(0, s.next_phase_in_seconds).toFixed(0)}s`;
action.textContent = myBet action.textContent = myBet
? (autoTarget() ? `In — auto out at ${autoTarget().toFixed(2)}×` : 'In — good luck') ? (autoTarget() ? `In — auto out at ${autoTarget().toFixed(2)}×` : 'In — good luck')
: 'Place bet'; : 'Place bet';
action.className = 'primary big'; action.className = 'primary big';
action.disabled = !!myBet; action.disabled = !!myBet;
break; break;
case 'locked': case 'locked':
$('state').textContent = 'launching'; $('state').textContent = 'launching';
action.textContent = 'Launching…'; action.textContent = 'Launching…';
action.disabled = true; action.disabled = true;
break; break;
case 'running':
case 'running': {
$('state').textContent = 'in flight'; $('state').textContent = 'in flight';
if (myBet === 'in') { if (myBet === 'in') {
const payout = stake * parseFloat(s.multiplier); const payout = stake * current;
action.textContent = `Cash out ${sats(payout)}`; action.textContent = `Cash out ${sats(payout)}`;
action.className = 'primary big cashout'; action.className = 'primary big cashout';
action.disabled = false; action.disabled = false;
@@ -180,21 +250,49 @@ function onSnapshot(s) {
action.disabled = true; action.disabled = true;
} }
break; break;
case 'settled': }
if (s.crash_point) mult.textContent = parseFloat(s.crash_point).toFixed(2) + '×';
case 'settled': {
const crash = s.crash_point ? parseFloat(s.crash_point) : current;
mult.textContent = crash.toFixed(2) + '×';
mult.className = myBet === 'out' ? 'multiplier won' : 'multiplier crashed'; mult.className = myBet === 'out' ? 'multiplier won' : 'multiplier crashed';
$('state').textContent = $('state').textContent =
`crashed — next round in ${Math.max(0, s.next_phase_in_seconds).toFixed(0)}s`; `crashed — next round in ${Math.max(0, s.next_phase_in_seconds).toFixed(0)}s`;
action.textContent = 'Next round'; action.textContent = 'Next round';
action.className = 'primary big'; action.className = 'primary big';
action.disabled = true; action.disabled = true;
if (myBet === 'in') { hint.textContent = 'Rode it too far.'; hint.className = 'hint bad'; }
// Record the round once, on the transition into settled.
if (!wasSettled && s.crash_point) {
stats.crashes.push(crash);
if (myBet === 'in') {
stats.losses++;
hint.textContent = 'Rode it too far.';
hint.className = 'hint bad';
buzz(120);
} else if (myBet === 'out') {
stats.wins++;
buzz([30, 40, 30]);
}
saveStats();
renderStrip();
refreshBalance();
}
break; break;
} }
}
renderPlayers(s.players); renderPlayers(s.players);
draw(s); }
if (s.state === 'running') tone(parseFloat(s.multiplier));
/* The recent-rounds strip under the stage. */
function renderStrip() {
const wrap = $('strip');
clear(wrap);
for (const c of stats.crashes.slice(-24).reverse()) {
const cls = c >= 10 ? 'pip high' : c >= 2 ? 'pip mid' : 'pip';
wrap.appendChild(el('span', { class: cls, text: c.toFixed(2) + '×' }));
}
} }
function renderPlayers(players) { function renderPlayers(players) {
@@ -210,6 +308,13 @@ function renderPlayers(players) {
} }
} }
async function refreshBalance() {
try {
const b = await api('GET', '/api/balance');
setBalance(b.balance_msat);
} catch { /* a failed refresh is cosmetic; the ledger is still correct */ }
}
async function onAction() { async function onAction() {
const hint = $('hint'); const hint = $('hint');
hint.textContent = ''; hint.textContent = '';
@@ -221,14 +326,22 @@ async function onAction() {
auto_cashout: autoTarget(), auto_cashout: autoTarget(),
}); });
setBalance(r.balance_msat); setBalance(r.balance_msat);
stats.wagered += stake;
stats.plays++;
saveStats();
myBet = 'in'; myBet = 'in';
buzz(20);
} else if (snapshot.state === 'running' && myBet === 'in') { } else if (snapshot.state === 'running' && myBet === 'in') {
const r = await api('POST', '/api/cashout', { game: currentGame }); const r = await api('POST', '/api/cashout', { game: currentGame });
myBet = 'out'; myBet = 'out';
hint.textContent = `Out at ${parseFloat(r.cashed_out_at).toFixed(2)}× — paid at settlement.`; const at = parseFloat(r.cashed_out_at);
const won = stake * at;
if (won > stats.best) stats.best = won;
saveStats();
hint.textContent = `Out at ${at.toFixed(2)}× — paid at settlement.`;
hint.className = 'hint good'; hint.className = 'hint good';
const b = await api('GET', '/api/balance'); buzz([25, 30, 25]);
setBalance(b.balance_msat); refreshBalance();
} }
} catch (e) { } catch (e) {
hint.textContent = e.message; hint.textContent = e.message;
@@ -236,131 +349,7 @@ async function onAction() {
} }
} }
/* ---------------- rendering ---------------- /* ---------------- ambient sound ---------------- */
* 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));
// Scrolling grid: a horizon that rushes past as the multiplier climbs.
ctx.strokeStyle = '#0a7a5233';
ctx.lineWidth = 1;
const spacing = 34;
const offset = (progress * 260) % spacing;
for (let x = 0; x <= w; x += spacing) {
ctx.beginPath(); ctx.moveTo(x, 0); ctx.lineTo(x, h); ctx.stroke();
}
for (let y = -spacing + offset; y <= h; y += spacing) {
ctx.beginPath(); ctx.moveTo(0, y); ctx.lineTo(w, y); ctx.stroke();
}
// Sparse drifting particles, phosphor green.
ctx.fillStyle = '#00ff9c';
for (const st of stars) {
const y = (st.y + progress * 0.9) % 1;
ctx.globalAlpha = 0.12 + st.r * 0.18;
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 ? '#ff3355' : '#00ff9c';
// 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 ? '#ff3355aa' : '#00ff9ccc');
g.addColorStop(1, '#00ff9c00');
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 = '#ff335588';
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 = '#00291c';
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 ? '#ff335555' : '#00ff9c55';
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 ? '#ff3355' : '#00ff9c';
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 ? '#ff3355' : '#00ff9c')
: `hsl(${160 - i} 90% ${12 + 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; let audio = null;
@@ -391,23 +380,6 @@ function toggleSound() {
$('sound-toggle').classList.add('on'); $('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 ---------------- */ /* ---------------- scratch tickets ---------------- */
const SYMBOLS = ['✦', '◈', '⬡', '✧', '◉', '⟡']; const SYMBOLS = ['✦', '◈', '⬡', '✧', '◉', '⟡'];
@@ -426,7 +398,7 @@ async function loadScratch() {
const result = el('div', { class: 'result' }); const result = el('div', { class: 'result' });
const button = el('button', { class: 'primary', text: `Scratch for ${sats(stake)} sats` }); const button = el('button', { class: 'primary', text: `Scratch for ${sats(stake)} sats` });
button.dataset.play = t.id; button.dataset.play = t.id;
button.onclick = () => playScratch(t, grid, result); button.onclick = () => playScratch(t, grid, result, button);
const table = el('table', { class: 'odds' }, const table = el('table', { class: 'odds' },
el('tr', {}, el('tr', {},
@@ -454,9 +426,10 @@ async function loadScratch() {
} }
} }
async function playScratch(t, grid, result) { async function playScratch(t, grid, result, button) {
result.textContent = ''; result.textContent = '';
result.className = 'result'; result.className = 'result';
button.disabled = true;
[...grid.children].forEach((c) => { c.className = 'cell'; c.textContent = '?'; }); [...grid.children].forEach((c) => { c.className = 'cell'; c.textContent = '?'; });
let out; let out;
@@ -464,11 +437,16 @@ async function playScratch(t, grid, result) {
out = await api('POST', '/api/scratch/play', { ticket_id: t.id, stake_msat: stake }); out = await api('POST', '/api/scratch/play', { ticket_id: t.id, stake_msat: stake });
} catch (e) { } catch (e) {
result.textContent = e.message; result.textContent = e.message;
button.disabled = false;
return; return;
} }
setBalance(out.balance_msat); setBalance(out.balance_msat);
stats.wagered += stake;
stats.plays++;
if (out.outcome.payout_msat > stats.best) stats.best = out.outcome.payout_msat;
if (out.outcome.payout_msat > 0) stats.wins++; else stats.losses++;
saveStats();
// Reveal cells one at a time — the outcome is already fixed, this is pacing.
const cells = out.outcome.cells; const cells = out.outcome.cells;
const counts = {}; const counts = {};
cells.forEach((c) => (counts[c] = (counts[c] || 0) + 1)); cells.forEach((c) => (counts[c] = (counts[c] || 0) + 1));
@@ -479,17 +457,47 @@ async function playScratch(t, grid, result) {
const cell = grid.children[i]; const cell = grid.children[i];
cell.textContent = SYMBOLS[sym]; cell.textContent = SYMBOLS[sym];
cell.className = 'cell revealed' + (String(sym) === winner ? ' hit' : ''); cell.className = 'cell revealed' + (String(sym) === winner ? ' hit' : '');
buzz(8);
if (i === cells.length - 1) { if (i === cells.length - 1) {
const won = out.outcome.payout_msat > 0; const won = out.outcome.payout_msat > 0;
result.className = 'result' + (won ? ' win' : ''); result.className = 'result' + (won ? ' win' : '');
result.textContent = won result.textContent = won
? `${out.outcome.tier_name}${sats(out.outcome.payout_msat)} sats` ? `${out.outcome.tier_name}${sats(out.outcome.payout_msat)} sats`
: 'No win this time'; : 'No win this time';
if (won) buzz([40, 50, 40]);
button.disabled = false;
} }
}, i * 130); }, i * 120);
}); });
} }
/* ---------------- portfolio ---------------- */
function renderPortfolio() {
$('t-balance').textContent = sats(balanceMsat);
charts.sparkline($('spark-balance'), stats.balances.slice(-40));
const delta = stats.sessionStart == null ? 0 : balanceMsat - stats.sessionStart;
const sess = $('t-session');
sess.textContent = (delta >= 0 ? '+' : '') + sats(delta);
sess.className = 'tile-value ' + (delta > 0 ? 'up' : delta < 0 ? 'down' : '');
$('t-wagered').textContent = sats(stats.wagered);
$('t-plays').textContent = `${stats.plays} play${stats.plays === 1 ? '' : 's'}`;
$('t-best').textContent = sats(stats.best);
charts.balanceChart($('chart-balance'),
stats.balances.map((b) => ({ BalanceAfter: b })));
charts.winLossDonut($('chart-donut'), stats.wins, stats.losses);
charts.distributionChart($('chart-dist'), stats.crashes);
charts.crashHistoryChart($('chart-history'), stats.crashes);
const total = stats.wins + stats.losses;
$('donut-note').textContent = total
? `${stats.wins} cashed out, ${stats.losses} rode into the crash, across ${total} rounds.`
: '';
}
/* ---------------- wallet ---------------- */ /* ---------------- wallet ---------------- */
async function loadHistory() { async function loadHistory() {
@@ -524,8 +532,7 @@ async function sendSats() {
} }
} }
/* ---------------- verifier ---------------- /* ---------------- verifier ---------------- */
* Recomputed here, in the browser, from published values only. */
async function sha256(bytes) { async function sha256(bytes) {
return new Uint8Array(await crypto.subtle.digest('SHA-256', bytes)); return new Uint8Array(await crypto.subtle.digest('SHA-256', bytes));
@@ -613,7 +620,11 @@ function selectTab(view) {
t.classList.toggle('active', t.dataset.view === view)); t.classList.toggle('active', t.dataset.view === view));
document.querySelectorAll('.view').forEach((v) => document.querySelectorAll('.view').forEach((v) =>
(v.hidden = v.id !== 'view-' + view)); (v.hidden = v.id !== 'view-' + view));
// The 3D loop only runs while its view is visible.
if (scene) { if (view === 'crash') scene.start(); else scene.stop(); }
if (view === 'wallet') loadHistory(); if (view === 'wallet') loadHistory();
if (view === 'portfolio') renderPortfolio();
} }
function setStake(v) { function setStake(v) {
@@ -626,7 +637,6 @@ function setStake(v) {
} }
async function init() { async function init() {
sizeCanvas();
keypair = await loadOrCreateKey(); keypair = await loadOrCreateKey();
$('keynote').textContent = 'your key: ' + keypair.publicKeyHex.slice(0, 16) + '…'; $('keynote').textContent = 'your key: ' + keypair.publicKeyHex.slice(0, 16) + '…';
$('nickname').value = localStorage.getItem(NAME_STORAGE) || ''; $('nickname').value = localStorage.getItem(NAME_STORAGE) || '';
@@ -644,7 +654,14 @@ async function init() {
(t.onclick = () => selectTab(t.dataset.view))); (t.onclick = () => selectTab(t.dataset.view)));
document.querySelectorAll('.chip').forEach((c) => document.querySelectorAll('.chip').forEach((c) =>
(c.onclick = () => setStake(Number(c.dataset.stake)))); (c.onclick = () => setStake(Number(c.dataset.stake))));
$('auto-target').oninput = refreshAutoRow; $('auto-target').oninput = refreshAutoRow;
document.querySelectorAll('[data-auto]').forEach((b) => {
b.onclick = () => {
$('auto-target').value = b.dataset.auto;
refreshAutoRow();
};
});
const pick = $('gamepick'); const pick = $('gamepick');
[['rocket', 'Rocket'], ['orbital', 'Orbital'], ['tower', 'Tower']].forEach(([id, label]) => { [['rocket', 'Rocket'], ['orbital', 'Orbital'], ['tower', 'Tower']].forEach(([id, label]) => {
@@ -658,6 +675,7 @@ async function init() {
}); });
setStake(stake); setStake(stake);
renderStrip();
} }
init(); init();

274
cmd/arcade/static/charts.js Normal file
View File

@@ -0,0 +1,274 @@
/* Quantum Arcade — charts.
*
* Hand-built SVG rather than a charting library. The whole set is under 300
* lines and adds nothing to load time, where Chart.js would cost more than the
* 3D engine. Everything is built with createElementNS, so no untrusted value
* ever reaches innerHTML.
*
* Colour follows the rest of the interface: green is neutral information,
* amber is money you gained, red is money you lost. Nothing is coloured
* decoratively. */
const NS = 'http://www.w3.org/2000/svg';
const GREEN = '#00ff9c';
const GREEN_DIM = '#0a7a52';
const AMBER = '#ffb000';
const RED = '#ff3355';
const MAGENTA = '#ff2e88';
function svg(tag, attrs) {
const el = document.createElementNS(NS, tag);
for (const [k, v] of Object.entries(attrs || {})) el.setAttribute(k, v);
return el;
}
function clear(node) {
while (node.firstChild) node.removeChild(node.firstChild);
}
/* Charts scale to their container: the viewBox is fixed and CSS handles the
* rest, so one implementation serves phone and desktop. */
function frame(host, w, h) {
clear(host);
const root = svg('svg', {
viewBox: `0 0 ${w} ${h}`,
preserveAspectRatio: 'none',
width: '100%',
height: '100%',
});
host.appendChild(root);
return root;
}
function emptyState(host, message) {
clear(host);
const p = document.createElement('p');
p.className = 'muted small chart-empty';
p.textContent = message;
host.appendChild(p);
}
/* ---------------- balance over time ---------------- */
/* An area chart of balance after each transaction, oldest to newest.
* The fill is split at the starting balance so being up reads amber and being
* down reads red without needing a legend. */
export function balanceChart(host, entries) {
if (!entries || entries.length < 2) {
emptyState(host, 'Play a few rounds and your balance history appears here.');
return;
}
const W = 300, H = 110, PAD = 4;
const root = frame(host, W, H);
const values = entries.map((e) => e.BalanceAfter / 1000); // sats
const min = Math.min(...values);
const max = Math.max(...values);
const span = max - min || 1;
const start = values[0];
const x = (i) => PAD + (i / (values.length - 1)) * (W - PAD * 2);
const y = (v) => H - PAD - ((v - min) / span) * (H - PAD * 2);
// Baseline at the starting balance, so the shape reads against where you began.
const baseY = y(start);
root.appendChild(svg('line', {
x1: 0, y1: baseY, x2: W, y2: baseY,
stroke: GREEN_DIM, 'stroke-width': 1, 'stroke-dasharray': '3 3', opacity: 0.6,
}));
const points = values.map((v, i) => `${x(i)},${y(v)}`).join(' ');
const up = values[values.length - 1] >= start;
const colour = up ? AMBER : RED;
root.appendChild(svg('polygon', {
points: `${x(0)},${baseY} ${points} ${x(values.length - 1)},${baseY}`,
fill: colour, opacity: 0.16,
}));
root.appendChild(svg('polyline', {
points, fill: 'none', stroke: colour,
'stroke-width': 1.6, 'stroke-linejoin': 'round',
}));
// Mark the latest point.
root.appendChild(svg('circle', {
cx: x(values.length - 1), cy: y(values[values.length - 1]),
r: 2.6, fill: colour,
}));
}
/* ---------------- recent crash points ---------------- */
/* Bars of where recent rounds ended. Bars at or above 2x are amber, below are
* dim — so the streaks you actually care about are visible at a glance. */
export function crashHistoryChart(host, crashes) {
if (!crashes || crashes.length === 0) {
emptyState(host, 'No settled rounds yet.');
return;
}
const W = 300, H = 90, PAD = 3;
const root = frame(host, W, H);
const shown = crashes.slice(-40);
// Log scale: crash points are heavy-tailed, and a linear axis makes every
// round below 10x look identical.
const scale = (v) => Math.log(Math.max(1, v)) / Math.log(60);
const bw = (W - PAD * 2) / shown.length;
shown.forEach((v, i) => {
const hgt = Math.max(2, scale(v) * (H - PAD * 2));
root.appendChild(svg('rect', {
x: PAD + i * bw + bw * 0.15,
y: H - PAD - hgt,
width: bw * 0.7,
height: hgt,
fill: v >= 10 ? MAGENTA : v >= 2 ? AMBER : GREEN_DIM,
opacity: v >= 2 ? 0.95 : 0.65,
}));
});
// 2x reference line — the break-even point for the most common target.
const y2 = H - PAD - scale(2) * (H - PAD * 2);
root.appendChild(svg('line', {
x1: 0, y1: y2, x2: W, y2: y2,
stroke: AMBER, 'stroke-width': 0.8, 'stroke-dasharray': '4 4', opacity: 0.55,
}));
}
/* ---------------- win / loss split ---------------- */
/* A donut, because the only question it answers is a ratio. */
export function winLossDonut(host, wins, losses) {
const total = wins + losses;
if (total === 0) {
emptyState(host, 'No completed rounds yet.');
return;
}
const S = 120, R = 44, CX = S / 2, CY = S / 2;
const root = frame(host, S, S);
const circ = 2 * Math.PI * R;
const winFrac = wins / total;
root.appendChild(svg('circle', {
cx: CX, cy: CY, r: R, fill: 'none',
stroke: RED, 'stroke-width': 12, opacity: 0.55,
}));
root.appendChild(svg('circle', {
cx: CX, cy: CY, r: R, fill: 'none',
stroke: AMBER, 'stroke-width': 12,
'stroke-dasharray': `${circ * winFrac} ${circ}`,
transform: `rotate(-90 ${CX} ${CY})`,
'stroke-linecap': 'butt',
}));
const pct = svg('text', {
x: CX, y: CY + 2, 'text-anchor': 'middle',
fill: AMBER, 'font-size': 20, 'font-family': 'ui-monospace, monospace',
'font-weight': 700,
});
pct.textContent = `${Math.round(winFrac * 100)}%`;
root.appendChild(pct);
const label = svg('text', {
x: CX, y: CY + 18, 'text-anchor': 'middle',
fill: GREEN_DIM, 'font-size': 8.5, 'font-family': 'ui-monospace, monospace',
'letter-spacing': 1.5,
});
label.textContent = 'CASHED OUT';
root.appendChild(label);
}
/* ---------------- multiplier distribution ---------------- */
/* A histogram of where rounds ended, with the theoretical curve drawn over it.
* This is the honest version of a "hot numbers" board: instead of implying a
* pattern, it shows observed frequency against what the published maths
* predicts, so a player can see for themselves that they agree. */
export function distributionChart(host, crashes) {
if (!crashes || crashes.length < 5) {
emptyState(host, 'Needs a few more rounds before the shape is meaningful.');
return;
}
const W = 300, H = 110, PAD = 4;
const root = frame(host, W, H);
const buckets = [
{ label: '1-1.5', lo: 1, hi: 1.5 },
{ label: '1.5-2', lo: 1.5, hi: 2 },
{ label: '2-3', lo: 2, hi: 3 },
{ label: '3-5', lo: 3, hi: 5 },
{ label: '5-10', lo: 5, hi: 10 },
{ label: '10+', lo: 10, hi: Infinity },
];
const counts = buckets.map((b) => crashes.filter((c) => c >= b.lo && c < b.hi).length);
const maxCount = Math.max(...counts, 1);
const bw = (W - PAD * 2) / buckets.length;
// Expected share for each bucket: P(crash >= x) = 0.99 / x.
const expected = buckets.map((b) => {
const hi = b.hi === Infinity ? 0 : 0.99 / b.hi;
return 0.99 / b.lo - hi;
});
counts.forEach((n, i) => {
const hgt = (n / maxCount) * (H - PAD * 2 - 12);
root.appendChild(svg('rect', {
x: PAD + i * bw + bw * 0.18,
y: H - PAD - 12 - hgt,
width: bw * 0.64,
height: Math.max(1, hgt),
fill: GREEN, opacity: 0.5,
}));
const label = svg('text', {
x: PAD + i * bw + bw / 2, y: H - 3,
'text-anchor': 'middle', fill: GREEN_DIM,
'font-size': 7, 'font-family': 'ui-monospace, monospace',
});
label.textContent = buckets[i].label;
root.appendChild(label);
});
// The predicted shape, scaled to the same axis.
const maxExpected = Math.max(...expected);
const curve = expected.map((e, i) => {
const hgt = (e / maxExpected) * (H - PAD * 2 - 12) * (maxCount / crashes.length) /
(maxCount / crashes.length);
return `${PAD + i * bw + bw / 2},${H - PAD - 12 - hgt}`;
}).join(' ');
root.appendChild(svg('polyline', {
points: curve, fill: 'none', stroke: MAGENTA,
'stroke-width': 1.3, 'stroke-dasharray': '3 2', opacity: 0.9,
}));
}
/* ---------------- sparkline ---------------- */
/* A tiny inline trend, for stat tiles. */
export function sparkline(host, values) {
if (!values || values.length < 2) {
clear(host);
return;
}
const W = 80, H = 22;
const root = frame(host, W, H);
const min = Math.min(...values);
const max = Math.max(...values);
const span = max - min || 1;
const points = values.map((v, i) =>
`${(i / (values.length - 1)) * W},${H - 2 - ((v - min) / span) * (H - 4)}`).join(' ');
root.appendChild(svg('polyline', {
points, fill: 'none',
stroke: values[values.length - 1] >= values[0] ? AMBER : RED,
'stroke-width': 1.4, 'stroke-linejoin': 'round',
}));
}

View File

@@ -2,13 +2,16 @@
<html lang="en"> <html lang="en">
<head> <head>
<meta charset="utf-8"> <meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover"> <meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover, user-scalable=no">
<meta name="theme-color" content="#000000">
<meta name="mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
<title>QUANTUM ARCADE</title> <title>QUANTUM ARCADE</title>
<link rel="stylesheet" href="/style.css"> <link rel="stylesheet" href="/style.css">
</head> </head>
<body> <body>
<!-- Ornate background filigree, drawn once as an SVG pattern and tiled. --> <!-- Circuit-trace ornament, tiled once behind everything. -->
<svg class="filigree" aria-hidden="true"> <svg class="filigree" aria-hidden="true">
<defs> <defs>
<pattern id="orn" width="60" height="52" patternUnits="userSpaceOnUse"> <pattern id="orn" width="60" height="52" patternUnits="userSpaceOnUse">
@@ -33,38 +36,42 @@
<button class="sound" id="sound-toggle" title="Ambient sound"></button> <button class="sound" id="sound-toggle" title="Ambient sound"></button>
</header> </header>
<!-- Sign-in: a nickname and nothing else. --> <!-- Sign-in -->
<section class="panel center" id="signin"> <section class="panel center" id="signin">
<h1>ACCESS TERMINAL</h1> <h1>ACCESS TERMINAL</h1>
<p class="muted small"> <p class="muted small">
No account. No email. No password. This device generated a keypair that No account. No email. No password. This device generates a keypair
<em>is</em> your identity. Keep the device, keep the balance. that <em>is</em> your identity.
</p> </p>
<input id="nickname" maxlength="20" placeholder="handle" autocomplete="off"> <input id="nickname" maxlength="20" placeholder="handle" autocomplete="off">
<button class="primary" id="enter">Connect</button> <button class="primary" id="enter">Connect</button>
<p class="fineprint" id="keynote"></p> <p class="fineprint" id="keynote"></p>
<div class="cryptobadge">
<span>Provably fair</span>
<span>SHA-256 commit-reveal</span>
<span>AGPL-3.0</span>
</div>
</section> </section>
<main id="app" hidden> <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 ============ --> <!-- ============ CRASH ============ -->
<section class="view" id="view-crash"> <section class="view" id="view-crash">
<div class="gamepick" id="gamepick"></div> <div class="gamepick" id="gamepick"></div>
<div class="stage"> <div class="stage">
<canvas id="canvas"></canvas> <canvas id="scene"></canvas>
<div class="readout"> <div class="readout">
<div class="multiplier" id="multiplier">1.00×</div> <div class="multiplier" id="multiplier">1.00×</div>
<div class="state" id="state">connecting…</div> <div class="state" id="state">connecting…</div>
</div> </div>
<div class="stagetop">
<span class="pot" id="potline"></span>
</div> </div>
</div>
<!-- Live crash history strip, directly under the stage. -->
<div class="strip" id="strip"></div>
<div class="controls"> <div class="controls">
<div class="stakerow"> <div class="stakerow">
@@ -74,11 +81,17 @@
<button class="chip" data-stake="100000">100</button> <button class="chip" data-stake="100000">100</button>
<span class="unit">sats</span> <span class="unit">sats</span>
</div> </div>
<div class="autorow" id="autorow"> <div class="autorow" id="autorow">
<label for="auto-target">auto&nbsp;out</label> <label for="auto-target">auto&nbsp;out</label>
<input id="auto-target" type="number" min="1.01" step="0.1" <input id="auto-target" type="number" min="1.01" step="0.1"
inputmode="decimal" placeholder="off"> inputmode="decimal" placeholder="off">
<span class="x">×</span> <span class="x">×</span>
<div class="presets">
<button data-auto="1.5">1.5</button>
<button data-auto="2">2</button>
<button data-auto="5">5</button>
</div>
</div> </div>
<button class="primary big" id="action">Place bet</button> <button class="primary big" id="action">Place bet</button>
@@ -92,9 +105,9 @@
<div class="kv"><span>commitment</span><code id="commitment"></code></div> <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> <div class="kv"><span>revealed seed</span><code id="revealed">sealed until the round ends</code></div>
<p class="muted small"> <p class="muted small">
The commitment is published before betting opens. The crash point is The commitment is published before betting opens. The crash point comes
derived from that seed combined with every player's key — so it cannot from that seed combined with every player's key — so it cannot be
be chosen after seeing who joined. chosen after seeing who joined.
</p> </p>
</details> </details>
</section> </section>
@@ -104,6 +117,58 @@
<div id="tickets"></div> <div id="tickets"></div>
</section> </section>
<!-- ============ PORTFOLIO ============ -->
<section class="view" id="view-portfolio" hidden>
<div class="tiles">
<div class="tile">
<span class="tile-label">balance</span>
<span class="tile-value" id="t-balance"></span>
<div class="tile-spark" id="spark-balance"></div>
</div>
<div class="tile">
<span class="tile-label">session</span>
<span class="tile-value" id="t-session"></span>
<span class="tile-sub" id="t-session-sub">since you connected</span>
</div>
<div class="tile">
<span class="tile-label">wagered</span>
<span class="tile-value" id="t-wagered"></span>
<span class="tile-sub" id="t-plays">0 plays</span>
</div>
<div class="tile">
<span class="tile-label">best hit</span>
<span class="tile-value" id="t-best"></span>
<span class="tile-sub">largest single win</span>
</div>
</div>
<div class="card">
<h2>Balance over time</h2>
<div class="chart" id="chart-balance"></div>
</div>
<div class="card">
<h2>Cash-out rate</h2>
<div class="chart chart-donut" id="chart-donut"></div>
<p class="muted small" id="donut-note"></p>
</div>
<div class="card">
<h2>Where rounds ended</h2>
<div class="chart" id="chart-dist"></div>
<p class="muted small">
Bars are what actually happened. The dashed line is what the published
maths predicts. They should converge — that is the point.
</p>
</div>
<div class="card">
<h2>Recent rounds</h2>
<div class="chart" id="chart-history"></div>
</div>
</section>
<!-- ============ WALLET ============ --> <!-- ============ WALLET ============ -->
<section class="view" id="view-wallet" hidden> <section class="view" id="view-wallet" hidden>
<div class="card"> <div class="card">
@@ -115,7 +180,8 @@
<div class="card"> <div class="card">
<h2>Send sats</h2> <h2>Send sats</h2>
<input id="to-key" placeholder="recipient key" autocomplete="off"> <input id="to-key" placeholder="recipient key" autocomplete="off">
<input id="send-amt" type="number" min="1" placeholder="amount in sats"> <input id="send-amt" type="number" min="1" inputmode="numeric"
placeholder="amount in sats">
<button class="primary" id="send">Send</button> <button class="primary" id="send">Send</button>
<div class="hint" id="send-hint"></div> <div class="hint" id="send-hint"></div>
</div> </div>
@@ -133,14 +199,61 @@
Enter a round number. Your phone recomputes the outcome from the Enter a round number. Your phone recomputes the outcome from the
published seeds — it does not take the server's word for anything. published seeds — it does not take the server's word for anything.
</p> </p>
<input id="verify-id" type="number" min="1" placeholder="round number"> <input id="verify-id" type="number" inputmode="numeric" min="1"
placeholder="round number">
<button class="primary" id="do-verify">Verify</button> <button class="primary" id="do-verify">Verify</button>
<div id="verify-out" class="verify-out"></div> <div id="verify-out" class="verify-out"></div>
</div> </div>
<div class="card">
<h2>Underlying tech</h2>
<dl class="specs">
<dt>Identity</dt>
<dd>Ed25519 signed challenge, single-use and replay-proof.
Hybrid Ed25519 + ML-DSA-65 (FIPS 204) is implemented and tested
server-side; browser signing lands with the WASM module.</dd>
<dt>Transport</dt>
<dd>TLS 1.3 with X25519MLKEM768 hybrid key exchange when served over
HTTPS — post-quantum against harvest-now-decrypt-later</dd>
<dt>Fairness</dt>
<dd>SHA-256 commitment, HMAC-SHA256 outcome derivation. Hash-based,
so Grover only halves the margin: quantum-resistant as it stands.</dd>
<dt>Settlement</dt>
<dd>Bitcoin and Lightning sign with secp256k1, which is
<em>not</em> post-quantum. No application choice changes that.</dd>
<dt>Simulation</dt>
<dd>Q32.32 fixed-point, zero floating point, bit-identical replay</dd>
<dt>Ledger</dt>
<dd>Append-only double-entry, DB-enforced, audited every request</dd>
<dt>House edge</dt>
<dd>1.00% — verified by test across 2,000,000 simulated plays</dd>
<dt>Licence</dt>
<dd>AGPL-3.0 — every line auditable, forks must publish</dd>
</dl>
</div>
</section> </section>
</main> </main>
<script src="/app.js"></script> <!-- Bottom navigation: thumb-reachable, which is where navigation belongs on a
phone held one-handed at a party. -->
<nav class="tabs" id="tabs" hidden>
<button class="tab active" data-view="crash">
<span class="ico"></span><span>Crash</span>
</button>
<button class="tab" data-view="scratch">
<span class="ico"></span><span>Scratch</span>
</button>
<button class="tab" data-view="portfolio">
<span class="ico"></span><span>Stats</span>
</button>
<button class="tab" data-view="wallet">
<span class="ico"></span><span>Wallet</span>
</button>
<button class="tab" data-view="verify">
<span class="ico"></span><span>Verify</span>
</button>
</nav>
<script type="module" src="/app.js"></script>
</body> </body>
</html> </html>

View File

@@ -0,0 +1,389 @@
/* Quantum Arcade — 3D rendering.
*
* Three scenes sharing one renderer, because a phone should allocate exactly
* one WebGL context no matter how many games it switches between.
*
* Performance rules, in priority order, because this has to hold sixty frames
* on a mid-range phone in someone's hand at a party:
* - device pixel ratio capped at 2, dropped to 1.5 on small screens
* - low-poly geometry, no shadow maps, no post-processing passes
* - additive materials for glow instead of a bloom pass
* - particles are one BufferGeometry updated in place, never re-allocated
* - the render loop stops entirely when the tab is hidden
*/
import * as THREE from '/vendor/three.module.min.js';
const GREEN = 0x00ff9c;
const MAGENTA = 0xff2e88;
const AMBER = 0xffb000;
const RED = 0xff3355;
const PARTICLES = 220;
export class Arcade3D {
constructor(canvas) {
this.canvas = canvas;
this.renderer = new THREE.WebGLRenderer({
canvas,
antialias: false, // FXAA-free; the aesthetic is crisp anyway
alpha: true,
powerPreference: 'high-performance',
});
this.renderer.setClearColor(0x000000, 0);
this.camera = new THREE.PerspectiveCamera(55, 1, 0.1, 400);
this.clock = new THREE.Clock();
this.scenes = {
rocket: this.buildRocket(),
orbital: this.buildOrbital(),
tower: this.buildTower(),
};
this.active = 'rocket';
this.progress = 0;
this.crashed = false;
this.shake = 0;
this.resize();
window.addEventListener('resize', () => this.resize());
// Stop rendering when the page is hidden; a background tab burning GPU on
// someone's phone is a battery bug, not a feature.
document.addEventListener('visibilitychange', () => {
if (document.hidden) this.stop();
else this.start();
});
}
resize() {
const w = this.canvas.clientWidth;
const h = this.canvas.clientHeight;
if (!w || !h) return;
const cap = w < 500 ? 1.5 : 2;
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, cap));
this.renderer.setSize(w, h, false);
this.camera.aspect = w / h;
this.camera.updateProjectionMatrix();
}
/* ---------- shared pieces ---------- */
// A wireframe floor grid that scrolls toward the camera, which is what sells
// the sensation of speed.
makeGrid() {
const grid = new THREE.GridHelper(120, 40, GREEN, 0x0a7a52);
grid.material.transparent = true;
grid.material.opacity = 0.28;
grid.position.y = -6;
return grid;
}
// One BufferGeometry of points, recycled every frame.
makeParticles(spread = 40) {
const positions = new Float32Array(PARTICLES * 3);
const speeds = new Float32Array(PARTICLES);
for (let i = 0; i < PARTICLES; i++) {
positions[i * 3] = (Math.random() - 0.5) * spread;
positions[i * 3 + 1] = (Math.random() - 0.5) * spread;
positions[i * 3 + 2] = (Math.random() - 0.5) * spread;
speeds[i] = 0.4 + Math.random() * 1.6;
}
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const mat = new THREE.PointsMaterial({
color: GREEN, size: 0.22, transparent: true, opacity: 0.75,
blending: THREE.AdditiveBlending, depthWrite: false,
});
const points = new THREE.Points(geo, mat);
points.userData.speeds = speeds;
points.userData.spread = spread;
return points;
}
glowLine(geometry, color, opacity = 1) {
return new THREE.LineSegments(
new THREE.EdgesGeometry(geometry),
new THREE.LineBasicMaterial({
color, transparent: true, opacity,
blending: THREE.AdditiveBlending, depthWrite: false,
}));
}
/* ---------- rocket: a climb against gravity ---------- */
buildRocket() {
const scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x000000, 0.012);
const grid = this.makeGrid();
scene.add(grid);
const particles = this.makeParticles(50);
scene.add(particles);
// Low-poly craft: a cone body with a wireframe overlay so it reads as
// "instrument" rather than "toy".
const body = new THREE.Mesh(
new THREE.ConeGeometry(0.7, 2.4, 6),
new THREE.MeshBasicMaterial({ color: 0x00291c }));
const wire = this.glowLine(new THREE.ConeGeometry(0.7, 2.4, 6), GREEN);
const craft = new THREE.Group();
craft.add(body, wire);
scene.add(craft);
// Exhaust: a stretched cone that grows with thrust.
const plume = new THREE.Mesh(
new THREE.ConeGeometry(0.45, 2.2, 6),
new THREE.MeshBasicMaterial({
color: GREEN, transparent: true, opacity: 0.6,
blending: THREE.AdditiveBlending, depthWrite: false,
}));
plume.rotation.x = Math.PI;
plume.position.y = -1.9;
craft.add(plume);
// The planet you are leaving, which shrinks as you climb.
const planet = this.glowLine(new THREE.IcosahedronGeometry(9, 1), 0x0a7a52, 0.5);
planet.position.y = -18;
scene.add(planet);
return { scene, grid, particles, craft, plume, planet, wire };
}
updateRocket(s, dt, t) {
const p = this.progress;
s.craft.position.y = -2 + p * 9;
s.craft.rotation.y += dt * 0.6;
// Increasing strain: the craft trembles harder the higher it goes.
s.craft.position.x = Math.sin(t * 9) * p * 0.28;
s.craft.rotation.z = Math.sin(t * 7) * p * 0.14;
const thrust = 0.6 + p * 2.6;
s.plume.scale.set(1 + p * 0.5, thrust, 1 + p * 0.5);
s.plume.position.y = -1.2 - thrust * 0.55;
s.plume.material.opacity = 0.45 + Math.random() * 0.35;
s.planet.position.y = -18 - p * 26;
s.planet.rotation.y += dt * 0.1;
s.grid.position.z = (s.grid.position.z + dt * (6 + p * 60)) % 3;
s.grid.position.y = -6 - p * 4;
const colour = this.crashed ? RED : GREEN;
s.wire.material.color.setHex(colour);
s.plume.material.color.setHex(colour);
this.camera.position.set(0, s.craft.position.y + 1.5, 11 - p * 2);
this.camera.lookAt(0, s.craft.position.y, 0);
}
/* ---------- orbital: a decaying orbit ---------- */
buildOrbital() {
const scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x000000, 0.02);
const particles = this.makeParticles(44);
scene.add(particles);
const planet = this.glowLine(new THREE.IcosahedronGeometry(4, 1), GREEN, 0.85);
scene.add(planet);
const core = new THREE.Mesh(
new THREE.IcosahedronGeometry(3.85, 1),
new THREE.MeshBasicMaterial({ color: 0x00160f }));
scene.add(core);
// The orbit ring the craft is riding, which tightens as it decays.
const ring = new THREE.Mesh(
new THREE.TorusGeometry(9, 0.035, 6, 90),
new THREE.MeshBasicMaterial({
color: GREEN, transparent: true, opacity: 0.5,
blending: THREE.AdditiveBlending, depthWrite: false,
}));
ring.rotation.x = Math.PI / 2.35;
scene.add(ring);
const craft = new THREE.Mesh(
new THREE.OctahedronGeometry(0.42),
new THREE.MeshBasicMaterial({ color: MAGENTA }));
scene.add(craft);
// A fading trail behind the craft.
const trailPos = new Float32Array(60 * 3);
const trailGeo = new THREE.BufferGeometry();
trailGeo.setAttribute('position', new THREE.BufferAttribute(trailPos, 3));
const trail = new THREE.Line(trailGeo, new THREE.LineBasicMaterial({
color: MAGENTA, transparent: true, opacity: 0.55,
blending: THREE.AdditiveBlending, depthWrite: false,
}));
scene.add(trail);
return { scene, planet, core, ring, craft, trail, particles, trailIdx: 0 };
}
updateOrbital(s, dt, t) {
const p = this.progress;
const radius = 9 - p * 4.6; // the orbit decays inward
const angle = t * (1.1 + p * 5.5);
s.craft.position.set(
Math.cos(angle) * radius,
Math.sin(angle * 0.55) * 1.2,
Math.sin(angle) * radius);
const pos = s.trail.geometry.attributes.position.array;
// Shift the trail back one vertex and write the head.
pos.copyWithin(3, 0, pos.length - 3);
pos[0] = s.craft.position.x;
pos[1] = s.craft.position.y;
pos[2] = s.craft.position.z;
s.trail.geometry.attributes.position.needsUpdate = true;
s.ring.scale.setScalar(radius / 9);
s.planet.rotation.y += dt * 0.25;
s.planet.rotation.x += dt * 0.08;
const colour = this.crashed ? RED : MAGENTA;
s.craft.material.color.setHex(colour);
s.trail.material.color.setHex(colour);
s.planet.material.color.setHex(this.crashed ? RED : GREEN);
this.camera.position.set(0, 8 + p * 3, 20 - p * 5);
this.camera.lookAt(0, 0, 0);
}
/* ---------- tower: a stack that wobbles ---------- */
buildTower() {
const scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x000000, 0.014);
const grid = this.makeGrid();
scene.add(grid);
const particles = this.makeParticles(46);
scene.add(particles);
// Pre-allocate the maximum stack; visibility is toggled per frame rather
// than creating and destroying meshes mid-round.
const MAX = 26;
const blocks = [];
const geo = new THREE.BoxGeometry(2.4, 0.7, 2.4);
for (let i = 0; i < MAX; i++) {
const group = new THREE.Group();
group.add(new THREE.Mesh(geo, new THREE.MeshBasicMaterial({ color: 0x00170f })));
group.add(this.glowLine(geo, GREEN, 0.9));
group.visible = false;
scene.add(group);
blocks.push(group);
}
return { scene, grid, particles, blocks, max: MAX };
}
updateTower(s, dt, t) {
const p = this.progress;
const count = Math.max(1, Math.floor(p * s.max));
for (let i = 0; i < s.max; i++) {
const b = s.blocks[i];
b.visible = i < count;
if (!b.visible) continue;
const h = i / s.max;
// Sway grows with height, and violently once it collapses.
const amp = h * h * (this.crashed ? 3.4 : 0.9);
b.position.set(
Math.sin(t * 2.2 + i * 0.45) * amp,
-5 + i * 0.74,
Math.cos(t * 1.8 + i * 0.35) * amp * 0.6);
b.rotation.y = t * 0.15 + i * 0.08;
b.rotation.z = Math.sin(t * 2 + i * 0.4) * amp * 0.05;
const top = i === count - 1;
const colour = this.crashed ? RED : (top ? AMBER : GREEN);
b.children[1].material.color.setHex(colour);
b.children[1].material.opacity = top ? 1 : 0.45 + h * 0.4;
}
s.grid.position.z = (s.grid.position.z + dt * 4) % 3;
const height = -5 + count * 0.74;
this.camera.position.set(0, height * 0.55 + 3, 15 - p * 2);
this.camera.lookAt(0, height * 0.5, 0);
}
/* ---------- particles ---------- */
updateParticles(points, dt) {
const pos = points.geometry.attributes.position.array;
const speeds = points.userData.speeds;
const spread = points.userData.spread;
const half = spread / 2;
const rush = 2 + this.progress * 34;
for (let i = 0; i < PARTICLES; i++) {
pos[i * 3 + 2] += speeds[i] * rush * dt;
if (pos[i * 3 + 2] > half) {
pos[i * 3 + 2] = -half;
pos[i * 3] = (Math.random() - 0.5) * spread;
pos[i * 3 + 1] = (Math.random() - 0.5) * spread;
}
}
points.geometry.attributes.position.needsUpdate = true;
points.material.color.setHex(this.crashed ? RED : GREEN);
}
/* ---------- public API ---------- */
setGame(game) {
if (this.scenes[game]) this.active = game;
}
// progress is 0..1 across the multiplier's useful range; crashed swaps the
// palette and unleashes the wobble.
setState(progress, crashed) {
this.progress = Math.max(0, Math.min(1, progress));
if (crashed && !this.crashed) this.shake = 1; // kick the camera once
this.crashed = crashed;
}
start() {
if (this.raf) return;
this.clock.getDelta(); // discard time spent hidden
const loop = () => {
this.raf = requestAnimationFrame(loop);
this.frame();
};
this.raf = requestAnimationFrame(loop);
}
stop() {
if (this.raf) cancelAnimationFrame(this.raf);
this.raf = null;
}
frame() {
const dt = Math.min(this.clock.getDelta(), 0.05); // clamp after a stall
const t = this.clock.elapsedTime;
const s = this.scenes[this.active];
if (this.active === 'rocket') this.updateRocket(s, dt, t);
else if (this.active === 'orbital') this.updateOrbital(s, dt, t);
else this.updateTower(s, dt, t);
this.updateParticles(s.particles, dt);
// Camera shake on the crash, decaying fast.
if (this.shake > 0.001) {
this.camera.position.x += (Math.random() - 0.5) * this.shake * 1.6;
this.camera.position.y += (Math.random() - 0.5) * this.shake * 1.6;
this.shake *= 0.86;
}
this.renderer.render(s.scene, this.camera);
}
}

View File

@@ -352,3 +352,162 @@ button:active { transform: translateY(1px); }
.verify-out .ok { color: var(--green); font-weight: 700; } .verify-out .ok { color: var(--green); font-weight: 700; }
.verify-out .bad { color: var(--red); font-weight: 700; } .verify-out .bad { color: var(--red); font-weight: 700; }
.verify-out .kv code { font-size: 10px; } .verify-out .kv code { font-size: 10px; }
/* ============================================================
MOBILE-FIRST LAYER
Everything above assumed a single column. This layer adds the
bottom navigation, stat tiles, charts, and the desktop widening.
============================================================ */
/* Bottom nav replaces the old top tabs: on a phone held one-handed,
navigation belongs where the thumb already is. */
.tabs {
position: fixed; bottom: 0; left: 0; right: 0; z-index: 40;
display: flex; gap: 0; padding: 0;
max-width: none; margin: 0;
background: #00120cf2;
backdrop-filter: blur(10px);
border-top: 1px solid var(--green-ghost);
padding-bottom: env(safe-area-inset-bottom, 0);
}
.tabs .tab {
flex: 1; display: flex; flex-direction: column; align-items: center;
gap: 3px; padding: 9px 2px 7px;
font-size: 9px; letter-spacing: 0.1em; text-transform: uppercase;
border: none; border-top: 2px solid transparent; border-bottom: none;
background: none; color: var(--green-dim); border-radius: 0;
}
.tabs .tab .ico { font-size: 15px; line-height: 1; }
.tabs .tab.active {
color: var(--green); border-top-color: var(--green);
background: #00ff9c0a;
}
/* Leave room for the fixed nav. */
.view { padding-bottom: 84px; }
/* The 3D stage is the hero: taller on phones, where vertical space is what
there is most of. */
.stage { aspect-ratio: 1 / 1; }
@media (min-width: 560px) { .stage { aspect-ratio: 16 / 11; } }
#scene { width: 100%; height: 100%; display: block; }
.stagetop {
position: absolute; top: 0; left: 0; right: 0;
display: flex; justify-content: center; padding: 8px;
pointer-events: none;
}
.pot {
font-size: 9.5px; letter-spacing: 0.16em; text-transform: uppercase;
color: var(--green-dim);
}
/* Crash history strip under the stage — the at-a-glance recent record. */
.strip {
display: flex; gap: 4px; overflow-x: auto; padding: 8px 0 2px;
scrollbar-width: none;
}
.strip::-webkit-scrollbar { display: none; }
.strip .pip {
flex: 0 0 auto; font-size: 10.5px; padding: 4px 7px; border-radius: 2px;
font-variant-numeric: tabular-nums;
background: #00140e; border: 1px solid var(--green-ghost);
color: var(--green-dim);
}
.strip .pip.mid { color: var(--amber); border-color: #4a3300; }
.strip .pip.high { color: var(--magenta); border-color: #4a0f2c; }
/* Auto cash-out presets. */
.presets { display: flex; gap: 3px; margin-left: auto; }
.presets button {
padding: 5px 8px; font-size: 11px; color: var(--green-dim);
font-variant-numeric: tabular-nums;
}
.presets button:active { color: var(--amber); border-color: var(--amber); }
/* ---------- stat tiles ---------- */
.tiles {
display: grid; grid-template-columns: repeat(2, 1fr); gap: 8px;
margin-bottom: 12px;
}
@media (min-width: 560px) { .tiles { grid-template-columns: repeat(4, 1fr); } }
.tile {
background: #00120c; border: 1px solid var(--green-ghost);
border-radius: 3px; padding: 11px 12px;
display: flex; flex-direction: column; gap: 2px; min-height: 76px;
}
.tile-label {
font-size: 9px; letter-spacing: 0.18em; text-transform: uppercase;
color: var(--green-dim);
}
.tile-value {
font-size: 20px; font-weight: 700; font-variant-numeric: tabular-nums;
color: var(--green); line-height: 1.15;
}
.tile-value.up { color: var(--amber); }
.tile-value.down { color: var(--red); }
.tile-sub { font-size: 9.5px; color: var(--green-dim); }
.tile-spark { height: 22px; margin-top: auto; }
/* ---------- charts ---------- */
.chart { width: 100%; height: 110px; }
.chart-donut { height: 130px; display: grid; place-items: center; }
.chart-donut svg { width: 130px; height: 130px; }
.chart-empty { text-align: center; padding: 30px 10px; margin: 0; }
/* ---------- tech spec list ---------- */
.specs { margin: 0; font-size: 12px; }
.specs dt {
color: var(--amber); font-size: 9.5px; letter-spacing: 0.14em;
text-transform: uppercase; margin-top: 10px;
}
.specs dt:first-child { margin-top: 0; }
.specs dd { margin: 2px 0 0; color: var(--green-dim); }
/* ---------- crypto badge on the sign-in screen ---------- */
.cryptobadge {
display: flex; gap: 6px; justify-content: center; margin-top: 18px;
flex-wrap: wrap;
}
.cryptobadge span {
font-size: 9px; letter-spacing: 0.14em; text-transform: uppercase;
color: var(--green-dim); border: 1px solid var(--green-ghost);
padding: 4px 8px; border-radius: 2px;
}
/* ---------- desktop widening ---------- */
@media (min-width: 900px) {
.view { max-width: 860px; }
/* Side-by-side once there is width for it, rather than a tall scroll. */
#view-crash {
display: grid; grid-template-columns: 1.35fr 1fr;
grid-template-areas: "pick pick" "stage controls" "strip players" "proof proof";
gap: 0 20px; align-items: start;
}
#view-crash .gamepick { grid-area: pick; }
#view-crash .stage { grid-area: stage; }
#view-crash .strip { grid-area: strip; }
#view-crash .controls { grid-area: controls; margin-top: 0; }
#view-crash .players { grid-area: players; }
#view-crash .proof { grid-area: proof; }
#view-portfolio { display: grid; grid-template-columns: 1fr 1fr; gap: 0 14px; }
#view-portfolio .tiles { grid-column: 1 / -1; }
}
/* Respect a stated preference for less motion: the urgency pulse and the
scanline flicker are exactly what that setting is asking about. */
@media (prefers-reduced-motion: reduce) {
.primary.cashout { animation: none; }
body::after { animation: none; }
.multiplier.crashed { animation: none; }
h1::after { animation: none; }
}

File diff suppressed because one or more lines are too long

8
go.mod
View File

@@ -2,13 +2,17 @@ module github.com/drjones/quantum-arcade
go 1.26.5 go 1.26.5
require github.com/jackc/pgx/v5 v5.10.0 require (
github.com/cloudflare/circl v1.6.5
github.com/coder/websocket v1.8.15
github.com/jackc/pgx/v5 v5.10.0
)
require ( require (
github.com/coder/websocket v1.8.15 // indirect
github.com/jackc/pgpassfile v1.0.0 // indirect github.com/jackc/pgpassfile v1.0.0 // indirect
github.com/jackc/pgservicefile v0.0.0-20240606120523-5a60cdf6a761 // indirect github.com/jackc/pgservicefile v0.0.0-20240606120523-5a60cdf6a761 // indirect
github.com/jackc/puddle/v2 v2.2.2 // indirect github.com/jackc/puddle/v2 v2.2.2 // indirect
golang.org/x/sync v0.17.0 // indirect golang.org/x/sync v0.17.0 // indirect
golang.org/x/sys v0.47.0 // indirect
golang.org/x/text v0.29.0 // indirect golang.org/x/text v0.29.0 // indirect
) )

4
go.sum
View File

@@ -1,3 +1,5 @@
github.com/cloudflare/circl v1.6.5 h1:O64F26HEqNhznd/hrC5KZXVKYuKM2rx4deZDTc4ihQA=
github.com/cloudflare/circl v1.6.5/go.mod h1:h5LNyxAc5nTue9DS5jT+48en2PSDYt3zdGnz5OstK6c=
github.com/coder/websocket v1.8.15 h1:6B2JPeOGlpff2Uz6vOEH1Vzpi0iUz20A+lPVhPHtNUA= 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/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 v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
@@ -20,6 +22,8 @@ github.com/stretchr/testify v1.11.1 h1:7s2iGBzp5EwR7/aIZr8ao5+dra3wiQyKjjFuvgVKu
github.com/stretchr/testify v1.11.1/go.mod h1:wZwfW3scLgRK+23gO65QZefKpKQRnfz6sD981Nm4B6U= github.com/stretchr/testify v1.11.1/go.mod h1:wZwfW3scLgRK+23gO65QZefKpKQRnfz6sD981Nm4B6U=
golang.org/x/sync v0.17.0 h1:l60nONMj9l5drqw6jlhIELNv9I0A4OFgRsG9k2oT9Ug= golang.org/x/sync v0.17.0 h1:l60nONMj9l5drqw6jlhIELNv9I0A4OFgRsG9k2oT9Ug=
golang.org/x/sync v0.17.0/go.mod h1:9KTHXmSnoGruLpwFjVSX0lNNA75CykiMECbovNTZqGI= golang.org/x/sync v0.17.0/go.mod h1:9KTHXmSnoGruLpwFjVSX0lNNA75CykiMECbovNTZqGI=
golang.org/x/sys v0.47.0 h1:o7XGOvZQCADBQQ4Y7VNq2dRWQR7JmOUW8Kxx4ZsNgWs=
golang.org/x/sys v0.47.0/go.mod h1:4GL1E5IUh+htKOUEOaiffhrAeqysfVGipDYzABqnCmw=
golang.org/x/text v0.29.0 h1:1neNs90w9YzJ9BocxfsQNHKuAT4pkghyXc4nhZ6sJvk= golang.org/x/text v0.29.0 h1:1neNs90w9YzJ9BocxfsQNHKuAT4pkghyXc4nhZ6sJvk=
golang.org/x/text v0.29.0/go.mod h1:7MhJOA9CD2qZyOKYazxdYMF85OwPdEr9jTtBpO7ydH4= golang.org/x/text v0.29.0/go.mod h1:7MhJOA9CD2qZyOKYazxdYMF85OwPdEr9jTtBpO7ydH4=
gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0= gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0=

12
pkg/pqid/export_test.go Normal file
View File

@@ -0,0 +1,12 @@
package pqid_test
import (
"github.com/cloudflare/circl/sign/mldsa/mldsa65"
"github.com/drjones/quantum-arcade/pkg/pqid"
)
// signWithContext produces an ML-DSA signature under an arbitrary context, so
// the domain-separation test can prove the production context is enforced.
func signWithContext(priv *pqid.PrivateKey, msg, ctx, out []byte) error {
return mldsa65.SignTo(priv.PQ, msg, ctx, false, out)
}

171
pkg/pqid/pqid.go Normal file
View File

@@ -0,0 +1,171 @@
// Package pqid implements hybrid post-quantum player identity.
//
// A player's key is two keys: classical Ed25519 and post-quantum ML-DSA-65
// (NIST FIPS 204). Both signatures are required for every authentication, so
// the identity holds if *either* algorithm survives:
//
// - Ed25519 alone falls to Shor's algorithm on a sufficiently large quantum
// computer.
// - ML-DSA is young. Lattice cryptanalysis is an active field, and betting
// everything on a 2024 standard would be its own kind of naive.
//
// Requiring both is the composition NIST and the IETF recommend: an attacker
// must break lattice assumptions *and* elliptic curves, not either one.
//
// What this does and does not protect:
//
// protected player identity, session authentication, bet authorisation
// protected round fairness — commit-reveal is SHA-256/HMAC, and Grover
// only halves the security margin, leaving ~128 bits
// NOT protected Bitcoin and Lightning settlement, which sign with secp256k1.
// No application-layer choice can change that.
package pqid
import (
"crypto/ed25519"
"crypto/sha256"
"encoding/hex"
"errors"
"fmt"
"io"
"github.com/cloudflare/circl/sign/mldsa/mldsa65"
)
// Sizes of the wire encodings.
const (
EdPublicKeySize = ed25519.PublicKeySize // 32
EdSignatureSize = ed25519.SignatureSize // 64
PQPublicKeySize = mldsa65.PublicKeySize // 1952
PQSignatureSize = mldsa65.SignatureSize // 3309
PublicKeySize = EdPublicKeySize + PQPublicKeySize
SignatureSize = EdSignatureSize + PQSignatureSize
// IDSize is the length of the account identifier derived from a key.
IDSize = sha256.Size
)
// context binds signatures to this application, so a signature produced for
// some other ML-DSA protocol cannot be replayed here.
var context = []byte("quantum-arcade/v1")
var (
ErrMalformedKey = errors.New("pqid: malformed public key")
ErrMalformedSignature = errors.New("pqid: malformed signature")
ErrClassicalFailed = errors.New("pqid: ed25519 signature did not verify")
ErrPostQuantumFailed = errors.New("pqid: ML-DSA signature did not verify")
)
// PublicKey is a player's hybrid identity.
type PublicKey struct {
Ed ed25519.PublicKey
PQ *mldsa65.PublicKey
}
// PrivateKey is the matching secret half. Clients hold this; the server never
// sees it.
type PrivateKey struct {
Ed ed25519.PrivateKey
PQ *mldsa65.PrivateKey
}
// GenerateKey creates a hybrid keypair.
func GenerateKey(rand io.Reader) (*PublicKey, *PrivateKey, error) {
edPub, edPriv, err := ed25519.GenerateKey(rand)
if err != nil {
return nil, nil, fmt.Errorf("pqid: generating ed25519 key: %w", err)
}
pqPub, pqPriv, err := mldsa65.GenerateKey(rand)
if err != nil {
return nil, nil, fmt.Errorf("pqid: generating ML-DSA key: %w", err)
}
return &PublicKey{Ed: edPub, PQ: pqPub}, &PrivateKey{Ed: edPriv, PQ: pqPriv}, nil
}
// Bytes encodes the public key as ed25519 || ML-DSA.
func (p *PublicKey) Bytes() []byte {
out := make([]byte, 0, PublicKeySize)
out = append(out, p.Ed...)
pq, err := p.PQ.MarshalBinary()
if err != nil {
// MarshalBinary on a valid key cannot fail; a failure here means the
// key is corrupt, and silently returning a short key would be worse.
panic("pqid: marshalling ML-DSA public key: " + err.Error())
}
return append(out, pq...)
}
// Hex renders the public key for transport.
func (p *PublicKey) Hex() string { return hex.EncodeToString(p.Bytes()) }
// ID is the account identifier: SHA-256 over the whole hybrid key.
//
// The ledger keys on this rather than the raw key because the hybrid key is
// nearly 2KB, and a fixed 32-byte identifier keeps indexes small. Hashing also
// means the identifier is stable in length no matter how the key evolves.
func (p *PublicKey) ID() []byte {
sum := sha256.Sum256(p.Bytes())
return sum[:]
}
// ParsePublicKey decodes a hybrid public key from its wire encoding.
func ParsePublicKey(b []byte) (*PublicKey, error) {
if len(b) != PublicKeySize {
return nil, fmt.Errorf("%w: got %d bytes, want %d",
ErrMalformedKey, len(b), PublicKeySize)
}
ed := ed25519.PublicKey(append([]byte(nil), b[:EdPublicKeySize]...))
var pq mldsa65.PublicKey
if err := pq.UnmarshalBinary(b[EdPublicKeySize:]); err != nil {
return nil, fmt.Errorf("%w: %v", ErrMalformedKey, err)
}
return &PublicKey{Ed: ed, PQ: &pq}, nil
}
// ParsePublicKeyHex decodes a hex-encoded hybrid public key.
func ParsePublicKeyHex(s string) (*PublicKey, error) {
b, err := hex.DecodeString(s)
if err != nil {
return nil, fmt.Errorf("%w: not hex", ErrMalformedKey)
}
return ParsePublicKey(b)
}
// Sign produces both signatures over the message, concatenated.
func Sign(priv *PrivateKey, msg []byte) ([]byte, error) {
edSig := ed25519.Sign(priv.Ed, msg)
pqSig := make([]byte, PQSignatureSize)
// randomized=false gives deterministic (hedged) signatures, so a bad RNG
// on a phone cannot leak the key through signature randomness.
if err := mldsa65.SignTo(priv.PQ, msg, context, false, pqSig); err != nil {
return nil, fmt.Errorf("pqid: ML-DSA signing: %w", err)
}
out := make([]byte, 0, SignatureSize)
out = append(out, edSig...)
return append(out, pqSig...), nil
}
// Verify checks both signatures. Both must pass.
//
// It deliberately reports which half failed: a mismatch between the two is
// diagnostic — it means a client is half-upgraded or something is tampering
// with one algorithm — and that is worth surfacing rather than flattening into
// a generic failure. Nothing secret is revealed by saying which one broke.
func Verify(pub *PublicKey, msg, sig []byte) error {
if len(sig) != SignatureSize {
return fmt.Errorf("%w: got %d bytes, want %d",
ErrMalformedSignature, len(sig), SignatureSize)
}
if !ed25519.Verify(pub.Ed, msg, sig[:EdSignatureSize]) {
return ErrClassicalFailed
}
if !mldsa65.Verify(pub.PQ, msg, context, sig[EdSignatureSize:]) {
return ErrPostQuantumFailed
}
return nil
}

210
pkg/pqid/pqid_test.go Normal file
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@@ -0,0 +1,210 @@
package pqid_test
import (
"crypto/rand"
"errors"
"testing"
"github.com/drjones/quantum-arcade/pkg/pqid"
)
func newKey(t *testing.T) (*pqid.PublicKey, *pqid.PrivateKey) {
t.Helper()
pub, priv, err := pqid.GenerateKey(rand.Reader)
if err != nil {
t.Fatal(err)
}
return pub, priv
}
func TestSignAndVerify(t *testing.T) {
pub, priv := newKey(t)
msg := []byte("authenticate me")
sig, err := pqid.Sign(priv, msg)
if err != nil {
t.Fatal(err)
}
if err := pqid.Verify(pub, msg, sig); err != nil {
t.Fatalf("valid hybrid signature rejected: %v", err)
}
}
func TestWrongMessageFails(t *testing.T) {
pub, priv := newKey(t)
sig, _ := pqid.Sign(priv, []byte("original"))
if err := pqid.Verify(pub, []byte("tampered"), sig); err == nil {
t.Fatal("signature verified against a different message")
}
}
func TestWrongKeyFails(t *testing.T) {
_, priv := newKey(t)
other, _ := newKey(t)
sig, _ := pqid.Sign(priv, []byte("msg"))
if err := pqid.Verify(other, []byte("msg"), sig); err == nil {
t.Fatal("signature verified under the wrong key")
}
}
// The whole point of hybrid: forging only the classical half must not
// authenticate. This is the quantum-adversary scenario — Shor breaks Ed25519,
// ML-DSA still holds.
func TestValidClassicalWithBrokenPostQuantumFails(t *testing.T) {
pub, priv := newKey(t)
msg := []byte("msg")
sig, _ := pqid.Sign(priv, msg)
// Keep the genuine Ed25519 signature, corrupt the ML-DSA half.
forged := append([]byte(nil), sig...)
forged[pqid.EdSignatureSize+10] ^= 0xff
err := pqid.Verify(pub, msg, forged)
if err == nil {
t.Fatal("a broken post-quantum half still authenticated")
}
if !errors.Is(err, pqid.ErrPostQuantumFailed) {
t.Fatalf("got %v, want ErrPostQuantumFailed", err)
}
}
// And the mirror case: if lattice cryptography turns out to be weak, Ed25519
// must still stand in the way.
func TestValidPostQuantumWithBrokenClassicalFails(t *testing.T) {
pub, priv := newKey(t)
msg := []byte("msg")
sig, _ := pqid.Sign(priv, msg)
forged := append([]byte(nil), sig...)
forged[5] ^= 0xff // corrupt the Ed25519 half
err := pqid.Verify(pub, msg, forged)
if err == nil {
t.Fatal("a broken classical half still authenticated")
}
if !errors.Is(err, pqid.ErrClassicalFailed) {
t.Fatalf("got %v, want ErrClassicalFailed", err)
}
}
func TestSignatureSizeIsExact(t *testing.T) {
_, priv := newKey(t)
sig, err := pqid.Sign(priv, []byte("msg"))
if err != nil {
t.Fatal(err)
}
if len(sig) != pqid.SignatureSize {
t.Fatalf("signature is %d bytes, want %d", len(sig), pqid.SignatureSize)
}
}
func TestTruncatedSignatureRejected(t *testing.T) {
pub, priv := newKey(t)
sig, _ := pqid.Sign(priv, []byte("msg"))
for _, n := range []int{0, 64, pqid.SignatureSize - 1} {
if err := pqid.Verify(pub, []byte("msg"), sig[:n]); !errors.Is(err, pqid.ErrMalformedSignature) {
t.Fatalf("signature truncated to %d bytes gave %v", n, err)
}
}
}
func TestPublicKeyRoundTrip(t *testing.T) {
pub, priv := newKey(t)
restored, err := pqid.ParsePublicKeyHex(pub.Hex())
if err != nil {
t.Fatal(err)
}
// The restored key must verify signatures made by the original.
sig, _ := pqid.Sign(priv, []byte("msg"))
if err := pqid.Verify(restored, []byte("msg"), sig); err != nil {
t.Fatalf("round-tripped key failed to verify: %v", err)
}
if string(restored.ID()) != string(pub.ID()) {
t.Fatal("round-tripped key has a different ID")
}
}
func TestMalformedKeysRejected(t *testing.T) {
cases := map[string][]byte{
"empty": {},
"too short": make([]byte, pqid.PublicKeySize-1),
"too long": make([]byte, pqid.PublicKeySize+1),
}
for name, b := range cases {
if _, err := pqid.ParsePublicKey(b); !errors.Is(err, pqid.ErrMalformedKey) {
t.Errorf("%s: got %v, want ErrMalformedKey", name, err)
}
}
if _, err := pqid.ParsePublicKeyHex("nothex!!"); !errors.Is(err, pqid.ErrMalformedKey) {
t.Errorf("non-hex: got %v, want ErrMalformedKey", err)
}
}
func TestIDIsStableAndDistinct(t *testing.T) {
a, _ := newKey(t)
b, _ := newKey(t)
if string(a.ID()) != string(a.ID()) {
t.Fatal("ID is not stable across calls")
}
if string(a.ID()) == string(b.ID()) {
t.Fatal("two distinct keys produced the same ID")
}
if len(a.ID()) != pqid.IDSize {
t.Fatalf("ID is %d bytes, want %d", len(a.ID()), pqid.IDSize)
}
}
// Signatures must be bound to this application, so one captured from another
// ML-DSA protocol cannot be replayed here.
func TestSignaturesAreDomainSeparated(t *testing.T) {
pub, priv := newKey(t)
msg := []byte("msg")
sig, _ := pqid.Sign(priv, msg)
// Verifying with the correct context succeeds (covered above). Here we
// confirm the context is actually in use by checking that a signature made
// over the same message still fails if the ML-DSA half is swapped for one
// generated under a different context.
other := make([]byte, pqid.PQSignatureSize)
if err := signWithContext(priv, msg, []byte("some-other-protocol"), other); err != nil {
t.Fatal(err)
}
forged := append(append([]byte(nil), sig[:pqid.EdSignatureSize]...), other...)
if err := pqid.Verify(pub, msg, forged); !errors.Is(err, pqid.ErrPostQuantumFailed) {
t.Fatalf("signature from another context was accepted: %v", err)
}
}
func BenchmarkSign(b *testing.B) {
_, priv, _ := pqid.GenerateKey(rand.Reader)
msg := []byte("benchmark message")
b.ResetTimer()
for i := 0; i < b.N; i++ {
if _, err := pqid.Sign(priv, msg); err != nil {
b.Fatal(err)
}
}
}
func BenchmarkVerify(b *testing.B) {
pub, priv, _ := pqid.GenerateKey(rand.Reader)
msg := []byte("benchmark message")
sig, _ := pqid.Sign(priv, msg)
b.ResetTimer()
for i := 0; i < b.N; i++ {
if err := pqid.Verify(pub, msg, sig); err != nil {
b.Fatal(err)
}
}
}
func BenchmarkGenerateKey(b *testing.B) {
for i := 0; i < b.N; i++ {
if _, _, err := pqid.GenerateKey(rand.Reader); err != nil {
b.Fatal(err)
}
}
}