- Legal: /privacy-policy and /datadeletion (shared LegalPageLayout, footer links, sitemap + integration tests, NEXT_PUBLIC_LEGAL_CONTACT_EMAIL). - Threads OAuth: server-side /api/threads-exchange and /threads-callback page (Suspense + client component, noindex, no leaked secrets). - Username + live wallet pill in top nav. New NavWalletBalance component polls /api/wallet, refreshes on tab focus, and listens to the `wallet:refresh` event bus so cash-outs and refunds update the nav in real time. Flash animation on balance changes. - useLiveWalletBalance hook now broadcasts `wallet:refresh` after every fetch so games, exchange panel, wallet actions, and nav all stay in sync without extra polling. - PvP fund-locking (`POST /api/games/rooms`): creator funds debited atomically with room creation; ledger entry tagged with `gameRoomId`. Joiner debit happens at join. Old double-debit of the creator is gone. - DELETE /api/games/rooms?id=... lets a creator cancel a WAITING room and get an idempotent refund. Coin Flip + Pong waiting screens show a Cancel & Refund button. - Pong/Coin Flip recovery: expiry sweep + boot-time `recoverOrphaned RoomsOnBoot()` (runs before listen()) refund both parties for any ACTIVE/expired rooms so a server restart never strands locked credits. - Schema migration `20260520000000_game_ledger_links` adds optional `gameSessionId` + `gameRoomId` FKs to LedgerEntry (with indexes) and extra indexes on GameSession/GameRoom for resume + sweep queries. - GET /api/games/active returns a user's active solo session + open rooms (sanitized — no mine/bomb positions). Mines and Tower clients rehydrate on mount so a refresh mid-round resumes instead of dropping. - ActiveGamesBanner surfaces unfinished rounds on /wallet and /casino with Resume / Rejoin / Cancel & refund actions. - ExchangePanel unified with useLiveWalletBalance; per-game header gets an "Open wallet →" chip; Dice clears stale result on roll; Blackjack reveals full dealer hand on natural blackjack/push; Mines refund label fixed; Tower final multiplier fixed; GameHistory error path; Prediction "Resolved" tab. - Site audit + redmeFIXES triage notes (REDME-FIXSES-TRIAGE.txt, SITE-AUDIT.txt). Co-authored-by: Cursor <cursoragent@cursor.com>
322 lines
12 KiB
TypeScript
322 lines
12 KiB
TypeScript
import "dotenv/config";
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import { createServer } from "http";
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import { parse } from "url";
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import next from "next";
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import { getToken } from "next-auth/jwt";
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import { Server as SocketIOServer } from "socket.io";
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import { prisma } from "./src/lib/prisma";
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import {
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debitForBet,
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creditForWin,
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refundBet,
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refundRoomPartyIfNotRefunded,
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} from "./src/lib/game-ledger";
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import { generateServerSeed, deriveInt } from "./src/lib/provably-fair";
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const dev = process.env.NODE_ENV !== "production";
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const app = next({ dev, hostname: "0.0.0.0", port: 8008 });
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const handle = app.getRequestHandler();
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const HOUSE_CUT = 0.05; // 5% on PvP
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// CORS: restrict to configured site URL only — never wildcard in production.
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const allowedOrigin =
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process.env.NEXT_PUBLIC_SITE_URL ??
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process.env.AUTH_URL ??
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"http://127.0.0.1:8008";
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app.prepare().then(() => {
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const httpServer = createServer((req, res) => {
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const parsedUrl = parse(req.url ?? "/", true);
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handle(req, res, parsedUrl);
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});
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const io = new SocketIOServer(httpServer, {
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cors: { origin: allowedOrigin, methods: ["GET", "POST"] },
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path: "/api/socket",
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});
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// ── COIN FLIP ──────────────────────────────────────────────────────────────
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const coinFlipNS = io.of("/coin-flip");
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async function resolveSocketUserId(socket: { request: unknown }): Promise<string | null> {
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try {
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const token = await getToken({
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req: socket.request as Parameters<typeof getToken>[0]["req"],
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secret: process.env.AUTH_SECRET,
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});
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const uid = typeof token?.id === "string" ? token.id : typeof token?.sub === "string" ? token.sub : null;
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if (!uid) return null;
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const user = await prisma.user.findUnique({ where: { id: uid }, select: { id: true } });
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return user?.id ?? null;
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} catch {
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return null;
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}
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}
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coinFlipNS.on("connection", (socket) => {
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socket.on("join_room", async ({ roomId }: { roomId: string }) => {
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const userId = await resolveSocketUserId({ request: socket.request });
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if (!userId) { socket.emit("error", "Invalid session"); return; }
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const room = await prisma.gameRoom.findUnique({ where: { id: roomId } });
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if (!room || room.status !== "WAITING") {
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socket.emit("error", "Room not available");
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return;
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}
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// Creator just reconnects/waits — nothing to debit.
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if (room.creatorId === userId) {
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socket.join(roomId);
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socket.emit("waiting", { roomId });
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return;
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}
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// Atomically claim the joiner slot — prevents concurrent joiners racing
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// on the same WAITING room.
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const claimed = await prisma.gameRoom.updateMany({
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where: { id: roomId, status: "WAITING", joinerId: null },
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data: { joinerId: userId, status: "ACTIVE" },
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});
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if (claimed.count !== 1) {
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socket.emit("error", "Room not available");
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return;
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}
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// Joiner is debited at join time. Creator was already debited when the
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// room was created (POST /api/games/rooms) — do NOT debit again here.
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try {
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await debitForBet(userId, room.wageBLW, "COIN_FLIP", undefined, { gameRoomId: roomId });
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} catch {
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await prisma.gameRoom.update({ where: { id: roomId }, data: { joinerId: null, status: "WAITING" } });
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socket.emit("error", "Insufficient balance");
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return;
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}
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socket.join(roomId);
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coinFlipNS.to(roomId).emit("game_start", { roomId });
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// Resolve — provably fair flip.
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const serverSeed = generateServerSeed();
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const result = deriveInt(serverSeed, roomId, 0, 0, 1); // 0 = heads, 1 = tails
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const winnerId = result === 0 ? room.creatorId : userId;
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const pot = room.wageBLW * 2;
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const payout = Math.floor(pot * (1 - HOUSE_CUT));
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try {
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await creditForWin(winnerId, payout, "COIN_FLIP", undefined, { gameRoomId: roomId });
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await prisma.gameRoom.update({
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where: { id: roomId },
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data: { status: "RESOLVED", resultData: { result, winnerId, serverSeed, payout } },
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});
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} catch (err) {
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console.error("[coin-flip] payout/resolve failed for room", roomId, err);
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// Room stuck as ACTIVE — needs manual reconciliation; we still emit result.
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}
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coinFlipNS.to(roomId).emit("result", {
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result,
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resultLabel: result === 0 ? "heads" : "tails",
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winnerId,
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payout,
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serverSeed,
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});
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});
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});
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// ── PONG ───────────────────────────────────────────────────────────────────
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const pongNS = io.of("/pong");
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const pongRooms = new Map<string, {
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roomId: string;
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creatorId: string;
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joinerId: string | null;
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wageBLW: number;
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ball: { x: number; y: number; vx: number; vy: number };
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paddles: { creator: number; joiner: number };
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scores: { creator: number; joiner: number };
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interval: ReturnType<typeof setInterval> | null;
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}>();
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pongNS.on("connection", (socket) => {
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socket.on("join_room", async ({ roomId }: { roomId: string }) => {
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const userId = await resolveSocketUserId({ request: socket.request });
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if (!userId) { socket.emit("error", "Invalid session"); return; }
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socket.data.userId = userId;
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const room = await prisma.gameRoom.findUnique({ where: { id: roomId } });
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if (!room || !["WAITING", "ACTIVE"].includes(room.status)) {
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socket.emit("error", "Room not available");
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return;
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}
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socket.join(roomId);
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if (room.creatorId === userId) {
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if (!pongRooms.has(roomId)) {
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pongRooms.set(roomId, {
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roomId,
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creatorId: room.creatorId, // always from DB, not client
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joinerId: null,
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wageBLW: room.wageBLW,
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ball: { x: 400, y: 200, vx: 3, vy: 2 },
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paddles: { creator: 180, joiner: 180 },
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scores: { creator: 0, joiner: 0 },
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interval: null,
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});
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}
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socket.emit("waiting", { roomId });
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return;
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}
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// Joiner — in-memory race guard (single-process; DB is source of truth).
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const state = pongRooms.get(roomId);
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if (!state || state.joinerId) { socket.emit("error", "Room full"); return; }
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// Creator is already debited at room creation. Only debit joiner here.
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try {
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await debitForBet(userId, room.wageBLW, "PONG", undefined, { gameRoomId: roomId });
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} catch {
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socket.emit("error", "Insufficient balance"); return;
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}
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// Claim the joiner slot atomically (DB is source of truth).
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const claimed = await prisma.gameRoom.updateMany({
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where: { id: roomId, status: "WAITING", joinerId: null },
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data: { joinerId: userId, status: "ACTIVE" },
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});
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if (claimed.count !== 1) {
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await refundBet(userId, room.wageBLW, "PONG", undefined, { gameRoomId: roomId });
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socket.emit("error", "Room not available"); return;
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}
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state.joinerId = userId;
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pongNS.to(roomId).emit("game_start", { roomId, creatorId: room.creatorId, joinerId: userId });
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// Game loop — 20 ticks/sec.
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state.interval = setInterval(() => {
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const s = pongRooms.get(roomId);
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if (!s) return;
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s.ball.x += s.ball.vx;
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s.ball.y += s.ball.vy;
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if (s.ball.y <= 0 || s.ball.y >= 400) s.ball.vy *= -1;
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if (s.ball.x <= 20 && Math.abs(s.ball.y - s.paddles.creator) < 50) s.ball.vx = Math.abs(s.ball.vx);
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if (s.ball.x >= 780 && Math.abs(s.ball.y - s.paddles.joiner) < 50) s.ball.vx = -Math.abs(s.ball.vx);
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if (s.ball.x <= 0) {
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s.scores.joiner++;
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s.ball = { x: 400, y: 200, vx: 3, vy: 2 };
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}
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if (s.ball.x >= 800) {
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s.scores.creator++;
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s.ball = { x: 400, y: 200, vx: -3, vy: 2 };
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}
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pongNS.to(roomId).emit("tick", { ball: s.ball, paddles: s.paddles, scores: s.scores });
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if (s.scores.creator >= 5 || s.scores.joiner >= 5) {
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clearInterval(s.interval!);
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s.interval = null;
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const winnerId = s.scores.creator >= 5 ? s.creatorId : s.joinerId!;
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const pot = s.wageBLW * 2;
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const payout = Math.floor(pot * (1 - HOUSE_CUT));
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const finalScores = { ...s.scores };
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pongRooms.delete(roomId);
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// Await payout + DB update before broadcasting — errors are logged,
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// not silently swallowed.
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void (async () => {
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try {
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await creditForWin(winnerId, payout, "PONG", undefined, { gameRoomId: roomId });
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await prisma.gameRoom.update({
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where: { id: roomId },
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data: { status: "RESOLVED", resultData: { winnerId, scores: finalScores, payout } },
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});
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} catch (err) {
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console.error("[pong] payout/resolve failed for room", roomId, err);
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}
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pongNS.to(roomId).emit("game_over", { winnerId, scores: finalScores, payout });
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})();
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}
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}, 50);
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});
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socket.on("paddle_move", ({ roomId, y }: { roomId: string; y: number }) => {
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const state = pongRooms.get(roomId);
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if (!state) return;
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const userId = typeof socket.data.userId === "string" ? socket.data.userId : null;
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if (!userId) return;
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const clampedY = Math.max(0, Math.min(360, y));
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if (state.creatorId === userId) state.paddles.creator = clampedY;
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else if (state.joinerId === userId) state.paddles.joiner = clampedY;
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});
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});
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// ── Expire abandoned WAITING rooms and refund the creator's locked stake ──
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async function sweepExpiredRooms() {
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const stale = await prisma.gameRoom.findMany({
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where: { status: "WAITING", expiresAt: { lt: new Date() } },
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select: { id: true, creatorId: true, wageBLW: true, gameType: true },
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});
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for (const r of stale) {
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// Move WAITING → EXPIRED atomically; only one sweep per room wins.
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const flipped = await prisma.gameRoom.updateMany({
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where: { id: r.id, status: "WAITING" },
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data: { status: "EXPIRED" },
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});
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if (flipped.count !== 1) continue;
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try {
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await refundRoomPartyIfNotRefunded(r.id, r.creatorId, r.wageBLW, r.gameType);
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} catch (err) {
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console.error("[room-expiry] refund failed for", r.id, err);
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}
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}
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}
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setInterval(() => { void sweepExpiredRooms(); }, 60_000);
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// ── Boot recovery: any room that was ACTIVE/WAITING when the process died
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// has no in-memory state to resume from. Refund all parties and mark EXPIRED
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// so players get their BLW back and rooms don't appear as full/playable.
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async function recoverOrphanedRoomsOnBoot() {
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const orphans = await prisma.gameRoom.findMany({
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where: {
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OR: [
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{ status: "ACTIVE", gameType: "PONG" },
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// WAITING rooms past expiry caught here too.
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{ status: "WAITING", expiresAt: { lt: new Date() } },
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],
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},
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select: { id: true, creatorId: true, joinerId: true, wageBLW: true, gameType: true, status: true },
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});
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for (const r of orphans) {
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const flipped = await prisma.gameRoom.updateMany({
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where: { id: r.id, status: r.status },
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data: { status: "EXPIRED" },
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});
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if (flipped.count !== 1) continue;
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try {
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await refundRoomPartyIfNotRefunded(r.id, r.creatorId, r.wageBLW, r.gameType);
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if (r.joinerId) {
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// Joiner debit also points to gameRoomId — same idempotent guard works.
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await refundRoomPartyIfNotRefunded(r.id, r.joinerId, r.wageBLW, r.gameType);
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}
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console.log(`[boot-recovery] refunded room ${r.id} (${r.gameType})`);
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} catch (err) {
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console.error("[boot-recovery] refund failed for", r.id, err);
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}
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}
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}
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// Run recovery to completion BEFORE we start accepting traffic — otherwise
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// new clients could race against rooms we're about to mark EXPIRED.
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recoverOrphanedRoomsOnBoot()
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.catch((err) => console.error("[boot-recovery] sweep failed:", err))
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.finally(() => {
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httpServer.listen(8008, "0.0.0.0", () => {
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console.log(`> Ready on http://0.0.0.0:8008`);
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});
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});
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});
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