[econ] levels

This commit is contained in:
Devin Zuczek
2026-08-11 00:34:03 -04:00
parent af64327fea
commit 7c43f2a1f3
7 changed files with 574 additions and 46 deletions
+39 -4
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@@ -2,7 +2,11 @@ import { Hono } from 'hono'
import { describeRoute } from 'hono-openapi'
import { getProgression, getProgressions } from '@repo/domain'
import { logger } from '@repo/hono-helpers'
// The notification-type ids the hub carries (owned by the `notify` worker). Imported as a
// value — the enum has no runtime dependencies.
import { NotificationType } from '../../../notify/src/notification-types'
import { parseFormIds, queryIds } from '../http'
import {
BulkIdsRequest,
@@ -15,8 +19,35 @@ import {
ReputationDto,
} from '../openapi'
import type { Context } from 'hono'
import type { Progression } from '@repo/domain'
import type { App } from '../context'
/** The notifications hub is a single global DO instance (see the `notify` worker). */
const HUB_INSTANCE = 'global'
/**
* Push the caller's own progression back at them over the socket, mirroring the reference's
* `HubSendProgressionUpdate` on this same read. Pushing from a GET looks odd, but it is how
* a client that just connected gets its level bar right: the frame is what the client acts
* on, the response body is only what it asked for. Best-effort — a hub failure leaves the
* body correct.
*/
async function pushProgression(c: Context<App>, progression: Progression): Promise<void> {
try {
await c.env.RECFLARE_NOTIFICATIONS_HUB.getByName(HUB_INSTANCE).notifyPlayer(
progression.PlayerId,
NotificationType.PlayerProgressionLevelUpdate,
{ PlayerId: progression.PlayerId, Level: progression.Level, XP: progression.XP }
)
} catch (err) {
logger.error('failed to push PlayerProgressionLevelUpdate notification', {
accountId: progression.PlayerId,
error: err instanceof Error ? err.message : String(err),
})
}
}
/**
* Default reputation for an account — the fallback used with no DB. Nobody has
* earned cheers yet, so every counter is 0 and everyone has their full cheer credit.
@@ -72,15 +103,19 @@ export const progressionRoutes = new Hono<App>({ strict: false })
tags: ['Progression'],
summary: 'A players level and XP',
description:
'The XP banked in `progression` (game rewards pay into it from the `econ` worker). ' +
'A player who has earned none has no row and reads back as level 1 with 0 XP. ' +
'Levelling is not wired up yet, so `Level` is always 1.',
'The level and XP banked in `progression` (game rewards pay into it from the `econ` ' +
'worker); `XP` is the progress into the current level, not a lifetime total. A ' +
'player who has earned none has no row and reads back as level 1 with 0 XP. Also ' +
'pushes the same values as a `PlayerProgressionLevelUpdate` frame, as the reference ' +
'does — that is what moves the clients bar.',
parameters: [idParam('id', 'Account id')],
responses: { 200: json(ProgressionDto, 'The players progression') },
}),
async (c) => {
const id = Number.parseInt(c.req.param('id'), 10)
return c.json(await getProgression(c.env.DB, id))
const progression = await getProgression(c.env.DB, id)
await pushProgression(c, progression)
return c.json(progression)
}
)
.post(
+71 -4
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@@ -4,9 +4,13 @@ import { beforeAll, describe, expect, test } from 'vitest'
import {
addXp,
applyLevelUps,
GAME_VERSION,
grantInvention,
INVENTORY_INVENTION_SCHEMA_DDL,
LEVEL_REQUIRED_XP,
LEVEL_REWARDS,
MAX_LEVEL,
PROGRESSION_SCHEMA_DDL,
ROOM_SCHEMA_DDL,
seedRoomWithSubRooms,
@@ -306,13 +310,18 @@ describe('public endpoints', () => {
expect(body[0]).toMatchObject({ Level: 1, XP: 0 })
})
test('progression reads back the XP game rewards banked', async () => {
test('progression reads back the XP game rewards banked, levelled up', async () => {
// What `econ` writes when a game reward is claimed — the two workers share the table.
await addXp(env.DB, 4242, 25)
// 25 XP from level 1 pays the 10 to reach 2 and the 10 to reach 3, leaving 5.
expect(await addXp(env.DB, 4242, 25)).toEqual({
progression: { PlayerId: 4242, Level: 3, XP: 5 },
levelsGained: 2,
})
// The next 25 lands on 5: 10 to reach level 4, then 20 to reach 5, leaving nothing.
await addXp(env.DB, 4242, 25)
const single = await exports.default.fetch(`${ORIGIN}/api/players/v1/progression/4242`)
expect(await single.json()).toEqual({ PlayerId: 4242, Level: 1, XP: 50 })
expect(await single.json()).toEqual({ PlayerId: 4242, Level: 5, XP: 0 })
// A player who has earned nothing has no row, and still gets a record — the bulk form
// renders a card per id, so a missing one must not shorten the list.
@@ -320,11 +329,69 @@ describe('public endpoints', () => {
`${ORIGIN}/api/players/v2/progression/bulk?id=4242&id=4243`
)
expect(await bulk.json()).toEqual([
{ PlayerId: 4242, Level: 1, XP: 50 },
{ PlayerId: 4242, Level: 5, XP: 0 },
{ PlayerId: 4243, Level: 1, XP: 0 },
])
})
test('the level ladder the server uses is the one the client is served', async () => {
// The client draws its bar against `LevelProgressionMaps` from this config; the server
// levels by LEVEL_REQUIRED_XP. If they drift, the bar fills to a different mark than
// the level-up fires at.
const res = await exports.default.fetch(`${ORIGIN}/api/config/v2`)
expect(res.status).toBe(200)
const config = (await res.json()) as {
LevelProgressionMaps: Array<{ Level: number; RequiredXp: number; GiftRarity: number }>
}
expect(config.LevelProgressionMaps.map((m) => m.RequiredXp)).toEqual([...LEVEL_REQUIRED_XP])
// The config's own `GiftRarity` is deliberately NOT asserted against `LEVEL_REWARDS`:
// it is a coarse per-band tier (flat 10 to level 14, 20 to 39, 30 to 49, 50 at the cap)
// and we grant from the published per-level table instead, which disagrees in places —
// level 15 is 2-Star there and 20 here. Only the XP costs have to match.
expect(config.LevelProgressionMaps.map((m) => m.GiftRarity)).toHaveLength(LEVEL_REWARDS.length)
// Indexed by level, so entry N is what a level-N player spends to reach N+1.
expect(config.LevelProgressionMaps.map((m) => m.Level)).toEqual(
LEVEL_REQUIRED_XP.map((_, level) => level)
)
})
test('the level rewards match the published reward table', async () => {
// Rec Room's published level-reward table, spot-checked at the points where it turns:
// consumables early, then clothing at a rising star rating (2★ = 10, 3★ = 20, 4★ = 30,
// 5★ = 50). These are the levels an off-by-one in the table would move.
expect(LEVEL_REWARDS[0]).toBe(0) // nobody reaches level 0
expect([1, 3, 5, 6, 7, 9].map((level) => LEVEL_REWARDS[level])).toEqual([
-1, -1, -1, -1, -1, -1,
])
expect([2, 4, 8, 10, 21].map((level) => LEVEL_REWARDS[level])).toEqual([10, 10, 10, 10, 10])
expect([22, 30].map((level) => LEVEL_REWARDS[level])).toEqual([20, 20])
expect([31, 35, 40, 49].map((level) => LEVEL_REWARDS[level])).toEqual([30, 30, 30, 30])
expect(LEVEL_REWARDS[50]).toBe(50) // the only 5-Star in the progression
expect(LEVEL_REWARDS).toHaveLength(51)
})
test('the ladder matches the published XP curve', async () => {
// Rec Room's own level-curve chart, read at its gridlines: cumulative XP to finish each
// level. The per-level costs are easy to edit one at a time and hard to eyeball as a
// curve, so the milestones are what actually pin the shape.
const cumulative = LEVEL_REQUIRED_XP.reduce<number[]>((totals, cost, level) => {
totals[level] = level === 0 ? 0 : (totals[level - 1] ?? 0) + cost
return totals
}, [])
expect(cumulative[10]).toBe(170)
expect(cumulative[20]).toBe(620)
expect(cumulative[30]).toBe(1770)
expect(cumulative[40]).toBe(5370)
expect(cumulative[50]).toBe(16170)
})
test('levelling stops at the top of the ladder', async () => {
// Nothing above MAX_LEVEL to buy, so a huge grant banks XP and stays put.
expect(applyLevelUps(MAX_LEVEL, 100_000)).toEqual({ level: MAX_LEVEL, xp: 100_000 })
// …and a grant that doesn't cover the current level's cost just accrues.
expect(applyLevelUps(1, 9)).toEqual({ level: 1, xp: 9 })
})
test('POST /api/players/v2/progression/bulk returns an array', async () => {
const res = await exports.default.fetch(`${ORIGIN}/api/players/v2/progression/bulk`, {
method: 'POST',
+56 -5
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@@ -120,6 +120,8 @@ weekly gift — hand over a real item rather than an unopenable box:
- **Avatar items and equipment only.** Other query drops are excluded (a box that rolls a
box), and so are consumables: they stack, so "don't have" never becomes false and they'd
crowd out the real prizes.
- **`avatarItemsOnly` narrows it to worn items**, dropping equipment skins from the pool.
Level-up boxes use it; storefront boxes don't, since "a random 4-star item" means both.
- **`QueryRedirectRarity` wins over `Rarity`** when present — sf2 carries both and they
agree; sf3's boxes carry only `Rarity`.
- **An empty pool grants nothing** (logged `query gift-drop rolled nothing`) — an owner of
@@ -396,9 +398,58 @@ failure can't leave a box promising XP nobody was credited.
**Progression (`progression`) is shared.** `econ` writes it here; `api` reads it back for
`GET /api/players/v{1,2}/progression/…`. It lives in `@repo/domain` for that reason, the
same split as gift boxes. A player with no row reads as level 1 / 0 XP, so a GET never
inserts. `Level` is stored but never moves: the reference levels up by subtracting a tier's
`RequiredXp` from the running XP, with thresholds from a config file (`configv2.json`'s
`LevelProgressionMaps`) we don't have.
inserts.
**Levelling spends the XP.** `xp` is progress into the current level, not a lifetime total:
`addXp` adds the grant, then walks the ladder in `LEVEL_REQUIRED_XP`, subtracting each
level's cost while it's covered. One 25 XP reward takes a fresh player from level 1 to level
**3** with 5 XP over (10 + 10 spent), because the early tiers are cheap — the ladder steps
10 → 20 → 45 → 115 → 360 → 1080 every ten levels and stops at 50.
That table is copied from the `LevelProgressionMaps` the client is served in
`apps/api/static/api-config-v2.json`, and **both sides have to agree** or the bar fills to a
different mark than the level-up fires at; an `api` test asserts they stay identical.
It is also the real game's curve, checked against Rec Room's own published level chart —
cumulative XP to finish a level: 170 by 10, 620 by 20, 1,770 by 30, 5,370 by 40, 16,170 by 50. Nearly flat to level 20, then a knee at 3040 and a steep climb to the cap; a third of
the whole grind sits in the last ten levels. A test pins those milestones, since per-level
costs are easy to edit one at a time and hard to eyeball as a curve.
**Every level pays out a reward**, from Rec Room's published level-reward table
(`LEVEL_REWARDS` in `@repo/domain`) — per level, not per band:
| Levels | Reward |
| ---------------- | ------------------------------------------ |
| 1, 3, 5, 6, 7, 9 | Consumable |
| 2, 4, 8, 10 21 | 2-Star Clothing (rarity 10) |
| 22 30 | 3-Star on even levels, 2-Star between |
| 31 39 | 3-Star, with 4-Star at 31 and 35 |
| 40 49 | 4-Star Clothing (rarity 30) |
| 50 | 5-Star Clothing (rarity 50) — the only one |
**One reward per level crossed**, so the 25 XP that takes a fresh player from 1 to 3 hands
over three boxes: the XP reward itself, 2-Star Clothing for level 2, and a consumable for
level 3. Each arrives as a gift box announced like any other (`Level 3!`).
- **"Clothing" is why the roll passes `avatarItemsOnly`** — the prize has to be something the
player can wear and be seen in, never an equipment skin for a weapon they may not own.
- **Consumable levels don't roll a rarity.** The table names no star tier for them, and
consumables stack, so there's no ownership filter either — a second Confetti Cannon is a
fine prize. It's picked as a concrete drop rather than through the query path.
- **This table is not the served config's `GiftRarity`.** That one is a coarse per-band tier
(flat 10 to level 14, 20 to 39, 30 to 49, 50 at the cap) with no notion of consumables, and
the two disagree — level 15 is 2-Star in the published table and 20 in the config. We grant
from the published table; the config is left as captured, so the drift test asserts only
the XP costs. If the client previews an upcoming reward from `GiftRarity`, aligning the two
is an edit to the static config.
- The reference server carries the config data and never reads it: granting anything for a
level is ours.
**The client is told, or it shows nothing.** A grant pushes `PlayerProgressionLevelUpdate`
(`{ PlayerId, Level, XP }`) — without it the bar sits still until something else refreshes
it, which is what "levelling does nothing" looks like from the game. `api`'s
`GET /api/players/v1/progression/:id` pushes the same frame on read, as the reference does,
so a client that just connected gets its bar right.
**Not ported:** the reference's `request` doesn't grant at all — it offers **three** drops,
pushes a `RewardSelectionReceived` frame and waits for `POST /api/gamerewards/v1/select` to
@@ -434,8 +485,8 @@ Add a storefront by dropping a new `sfN.json` in `static/storefronts` — no cod
- Consumables are granted and listed but never spent by gameplay, so `Count` only grows.
- Several routes (room keys, wishlist, equipment, room consumables/currencies) are
empty-list stubs pending their own stores.
- Game rewards pay a flat 25 XP into `progression`; levelling never happens (no curve) and
there is no daily XP cap beyond the hourly cooldown.
- Game rewards pay a flat 25 XP; there is no daily XP cap beyond the hourly cooldown (the
reference caps activity XP per day in `daily_xp_ledgers`).
- The weekly-challenge gift is granted but not announced: the box appears in the gifts list
with no `GiftPackageReceived` notification, so the player sees it the next time the client
reads that list rather than the moment they finish the set. Same gap as gifting to another
+165 -11
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@@ -9,6 +9,8 @@ import {
getGift,
getPendingGifts,
grantInvention,
levelReward,
levelsReached,
ownsInvention,
} from '@repo/domain'
import { intVar, logger, withCleanSpec, withNotFound, withOnError } from '@repo/hono-helpers'
@@ -84,7 +86,7 @@ import { getOutfits, setOutfit } from './outfit-db'
import { claimReward } from './reward-db'
import type { Context } from 'hono'
import type { GiftContent, StoredGift } from '@repo/domain'
import type { GiftContent, Progression, StoredGift, XpGrant } from '@repo/domain'
import type { Avatar } from './avatar-db'
import type { ConsumeResult } from './consumables-db'
import type { App } from './context'
@@ -470,6 +472,34 @@ async function pushGiftReceived(
}
}
/**
* Push a PlayerProgressionLevelUpdate so the client's level bar moves when XP lands, instead
* of waiting for its next progression read. `XP` is the progress into the current level (the
* ladder spends the rest on the level-ups), which is what the bar draws against the
* `LevelProgressionMaps` the client is served.
*
* Best-effort: the XP is already banked, so a hub failure costs a bar animation, not the
* reward.
*/
async function pushProgressionUpdate(
c: Context<App>,
accountId: number,
progression: Progression
): Promise<void> {
try {
await c.env.RECFLARE_NOTIFICATIONS_HUB.getByName(HUB_INSTANCE).notifyPlayer(
accountId,
NotificationType.PlayerProgressionLevelUpdate,
{ PlayerId: progression.PlayerId, Level: progression.Level, XP: progression.XP }
)
} catch (err) {
logger.error('failed to push PlayerProgressionLevelUpdate notification', {
accountId,
error: err instanceof Error ? err.message : String(err),
})
}
}
/**
* The catalog a query drop rolls from: sf3, the general store. It is the only catalog with
* a real pool at every rarity (1161 items against 840 in the themed ones), it's where the
@@ -515,6 +545,20 @@ async function ownsGiftDrop(
return true
}
/** How a query drop is rolled — what it may land on, and whose catalog copy to use. */
interface RollOptions {
/**
* Restrict the roll to avatar items, leaving equipment skins out of the pool. Off by
* default: a bought box says "a random item", and the catalog's own boxes mean both.
*/
avatarItemsOnly?: boolean
/**
* The roll catalog, when the caller has already read it — it's the big one (sf3), and a
* caller granting several boxes at once shouldn't re-read it per box.
*/
rollCatalog?: StoreItem[]
}
/**
* Roll a query drop: pick, uniformly at random, one item of `rarity` from the roll catalog
* that the player doesn't already own. Returns null when the pool is empty — an unreadable
@@ -525,17 +569,22 @@ async function ownsGiftDrop(
* avatar item or a piece of equipment: "an item you don't have" only means anything for
* things owned once, and consumables stack, so a consumable would be rollable forever and
* would crowd out the real prizes.
*
* `avatarItemsOnly` narrows it further to things worn on the avatar, leaving equipment
* skins out — a level-up prize should be something the player can see on themselves, not a
* skin for a weapon they may not own. It also skips the equipment read entirely, since
* nothing in the pool can match it.
*/
async function rollQueryDrop(
c: Context<App>,
accountId: number,
rarity: number,
rollCatalog?: StoreItem[]
options: RollOptions = {}
): Promise<StoreGiftDrop | null> {
const [catalog, ownedItems, ownedEquipment] = await Promise.all([
rollCatalog ?? loadRollCatalog(c),
options.rollCatalog ?? loadRollCatalog(c),
getInventory(c.env.DB, accountId),
getEquipment(c.env.DB, accountId),
options.avatarItemsOnly === true ? [] : getEquipment(c.env.DB, accountId),
])
const haveItem = new Set(ownedItems.map((item) => item.AvatarItemDesc))
const haveEquipment = new Set(ownedEquipment.map((eq) => eq.ModificationGuid))
@@ -544,6 +593,7 @@ async function rollQueryDrop(
if (typeof drop.AvatarItemDesc === 'string' && drop.AvatarItemDesc !== '') {
return !haveItem.has(drop.AvatarItemDesc)
}
if (options.avatarItemsOnly === true) return false
if (
typeof drop.EquipmentModificationGuid === 'string' &&
drop.EquipmentModificationGuid !== ''
@@ -566,6 +616,25 @@ interface GrantedGift {
drop: StoreGiftDrop
}
/**
* Pick a random consumable from the roll catalog — the reward the published level table
* hands out for the early levels.
*
* Unlike a clothing roll this one has no rarity and no ownership filter: the table names no
* star tier for a consumable, and consumables STACK, so "one you don't have" is meaningless
* (a second Confetti Cannon is a fine prize). Returns a concrete drop rather than a query
* one, so the grant path just grants it.
*/
function rollConsumableDrop(catalog: StoreItem[]): StoreGiftDrop | null {
const pool = catalog.filter(
({ GiftDrop: drop }) =>
drop.IsQuery !== true &&
typeof drop.ConsumableItemDesc === 'string' &&
drop.ConsumableItemDesc !== ''
)
return pool[Math.floor(Math.random() * pool.length)]?.GiftDrop ?? null
}
/**
* Hand a gift-drop to a player: grant whatever it turns out to carry (an avatar item, an
* equipment skin, a consumable, or none of these — currency/xp drops aren't granted yet)
@@ -585,14 +654,12 @@ async function grantGiftDrop(
accountId: number,
drop: StoreGiftDrop,
message: string,
// The roll catalog, when the caller has already read it — it's the big one (sf3), and
// the weekly gift has to consult it before it knows whether it's rolling at all.
rollCatalog?: StoreItem[]
options: RollOptions = {}
): Promise<GrantedGift> {
let giftDrop = drop
if (drop.IsQuery === true) {
const rarity = drop.QueryRedirectRarity ?? drop.Rarity
const rolled = await rollQueryDrop(c, accountId, rarity, rollCatalog)
const rolled = await rollQueryDrop(c, accountId, rarity, options)
if (rolled === null) {
logger.warn('query gift-drop rolled nothing', {
accountId,
@@ -677,6 +744,87 @@ function toGameRewardDrop(): StoreGiftDrop {
}
}
/**
* The box a CLOTHING level-up hands over: a query drop at the level's own tier, rolled from
* AVATAR ITEMS only. The published table calls these levels "N-Star Clothing", so the prize
* has to be something the player can wear and be seen in — never an equipment skin for a
* weapon they may not own. This is the one roll that narrows the pool that far.
*/
function toLevelUpDrop(rarity: number): StoreGiftDrop {
return {
FriendlyName: '',
Tooltip: '',
ConsumableItemDesc: '',
AvatarItemDesc: '',
AvatarItemType: null,
EquipmentPrefabName: '',
EquipmentModificationGuid: '',
Rarity: rarity,
Context: GIFT_CONTEXT_GAME_REWARDS,
Currency: 0,
CurrencyType: 0,
IsQuery: true,
}
}
/**
* Hand over the rewards a run of level-ups earned — ONE PER LEVEL crossed, since the
* published table names a reward for every level and a single grant can cross several (25 XP
* takes a fresh player from 1 to 3, so two rewards). Each arrives as a gift box, announced
* like any other unasked-for gift.
*
* Which reward is per level, not per tier: the early levels pay CONSUMABLES and the rest pay
* clothing at a rising star rating. The catalog is read once and shared across the boxes.
* Best-effort as a whole: the XP is banked and the levels are already stored, so a failed
* roll costs a prize, not the level.
*/
async function grantLevelUpGifts(
c: Context<App>,
accountId: number,
grant: XpGrant
): Promise<void> {
const levels = levelsReached(grant)
if (levels.length === 0) return
try {
const rollCatalog = await loadRollCatalog(c)
for (const level of levels) {
const reward = levelReward(level)
if (reward === null) continue
const message = `Level ${level}!`
// A consumable is rolled to a concrete drop up front; clothing rides the query path,
// which rolls it against what the player already owns.
const drop =
reward.kind === 'consumable'
? rollConsumableDrop(rollCatalog)
: toLevelUpDrop(reward.rarity)
if (drop === null) {
logger.warn('level up reward rolled nothing', { accountId, level, kind: reward.kind })
continue
}
const granted = await grantGiftDrop(c, accountId, drop, message, {
avatarItemsOnly: reward.kind === 'clothing',
rollCatalog,
})
await pushGiftReceived(c, accountId, granted, message, COACH_ACCOUNT_ID)
logger.info('level up gift granted', {
accountId,
level,
kind: reward.kind,
rarity: reward.kind === 'clothing' ? reward.rarity : null,
giftId: granted.id,
avatarItemDesc: granted.drop.AvatarItemDesc,
consumableItemDesc: granted.drop.ConsumableItemDesc,
})
}
} catch (err) {
logger.error('failed to grant level up gift', {
accountId,
levels,
error: err instanceof Error ? err.message : String(err),
})
}
}
/**
* The rotation's reward, as static/weekly-challenge.json writes it. Same item vocabulary as
* a storefront `GiftDrop` but with `Context`/`Rarity` spelled `GiftContext`/`GiftRarity`,
@@ -848,7 +996,7 @@ async function awardChallengeGift(c: Context<App>, accountId: number): Promise<v
accountId,
duplicate ? toChallengeFallbackDrop() : reward,
CHALLENGE_GIFT_MESSAGE,
catalog
{ rollCatalog: catalog }
)
// Nobody asked for this box, so the client has no reason to re-read the gifts list:
// the notification is what makes the reward show up at the moment the set is finished.
@@ -1997,16 +2145,22 @@ const app = new Hono<App>({ strict: false })
: DEFAULT_GAME_REWARD_MESSAGE
// Bank the XP first: it is the reward, and the box is the wrapper the client shows.
// A failure here must not leave a box promising XP that was never credited.
const progression = await addXp(c.env.DB, id, GAME_REWARD_XP)
const { progression, levelsGained } = await addXp(c.env.DB, id, GAME_REWARD_XP)
const granted = await grantGiftDrop(c, id, toGameRewardDrop(), message)
await pushGiftReceived(c, id, granted, message, COACH_ACCOUNT_ID)
// Every grant moves the bar, whether or not it crossed a level.
await pushProgressionUpdate(c, id, progression)
// …and every level crossed is worth a box of its own tier.
await grantLevelUpGifts(c, id, { progression, levelsGained })
logger.info('game reward claimed', {
accountId: id,
rewardType,
grantCount: claimed,
message,
xp: GAME_REWARD_XP,
totalXp: progression.XP,
level: progression.Level,
levelsGained,
levelXp: progression.XP,
giftId: granted.id,
})
return c.json([])
+55 -10
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@@ -1481,6 +1481,7 @@ describe('econ endpoints', () => {
Message: string
EquipmentModificationGuid: string
AvatarItemDesc: string
ConsumableItemDesc: string
GiftRarity: number
}>
}
@@ -1723,13 +1724,16 @@ describe('econ endpoints', () => {
expect(res.status).toBe(200)
expect(await res.json()).toEqual([])
// The XP is banked, not just displayed on the box.
expect(await getProgression(env.DB, 82)).toEqual({ PlayerId: 82, Level: 1, XP: 25 })
// The XP is banked and spent on levels: 25 pays the 10 to reach level 2 and the 10 to
// reach 3, leaving 5 as progress into the next.
expect(await getProgression(env.DB, 82)).toEqual({ PlayerId: 82, Level: 3, XP: 5 })
// The box carries the XP and the message the client asked to show, and nothing else —
// a game reward is not an item.
// Three boxes: the XP reward itself, then one per level it crossed.
const boxes = await giftBoxes('82')
expect(boxes).toHaveLength(1)
expect(boxes).toHaveLength(3)
// The reward box carries the XP and the message the client asked to show, and nothing
// else — a game reward is not an item.
expect(boxes[0]).toMatchObject({
Xp: 25,
Message: 'First Game of the Day',
@@ -1738,10 +1742,44 @@ describe('econ endpoints', () => {
ConsumableItemDesc: '',
})
// The published table pays 2-Star Clothing for level 2 and a Consumable for level 3.
const [clothingBox, consumableBox] = boxes.slice(1)
expect(boxes.slice(1).map((b) => b.Message)).toEqual(['Level 2!', 'Level 3!'])
// Clothing is an AVATAR ITEM — never an equipment skin, which is what the avatar-only
// roll is for — at the star tier the table names (2-Star = rarity 10).
expect(clothingBox?.AvatarItemDesc).not.toBe('')
expect(clothingBox?.EquipmentModificationGuid).toBe('')
expect(clothingBox?.ConsumableItemDesc).toBe('')
expect(clothingBox?.GiftRarity).toBe(10)
// The consumable level rolls a consumable instead, at no particular rarity.
expect(consumableBox?.ConsumableItemDesc).not.toBe('')
expect(consumableBox?.AvatarItemDesc).toBe('')
expect(consumableBox?.EquipmentModificationGuid).toBe('')
// …and both are owned, not just pictured on an unopened box.
const items = await exports.default.fetch(`${ORIGIN}/api/avatar/v4/items`, {
headers: await bearer('82'),
})
const owned = (await items.json()) as Array<{ AvatarItemDesc: string }>
expect(owned.map((i) => i.AvatarItemDesc)).toContain(clothingBox?.AvatarItemDesc)
const consumables = await exports.default.fetch(`${ORIGIN}/api/consumables/v2/getUnlocked`, {
headers: await bearer('82'),
})
const held = (await consumables.json()) as Array<{ ConsumableItemDesc: string }>
expect(held.map((cons) => cons.ConsumableItemDesc)).toContain(consumableBox?.ConsumableItemDesc)
// One frame per box, plus the progression update between them.
const frames = await drainFrames()
expect(frames).toHaveLength(1)
expect(frames.map((f) => f.notificationType)).toEqual([
NotificationType.GiftPackageReceivedImmediate,
NotificationType.PlayerProgressionLevelUpdate,
NotificationType.GiftPackageReceivedImmediate,
NotificationType.GiftPackageReceivedImmediate,
])
expect(frames[0]?.accountId).toBe(82)
expect(frames[0]?.notificationType).toBe(NotificationType.GiftPackageReceivedImmediate)
expect(frames[0]?.payload).toMatchObject({
Id: boxes[0]?.Id,
FromPlayerId: 1,
@@ -1750,11 +1788,18 @@ describe('econ endpoints', () => {
GiftContext: 50,
Message: 'First Game of the Day',
})
// The bar moves, which is the only thing that tells the client it levelled.
expect(frames[1]?.payload).toEqual({ PlayerId: 82, Level: 3, XP: 5 })
expect(frames[3]?.payload).toMatchObject({
Id: consumableBox?.Id,
ConsumableItemDesc: consumableBox?.ConsumableItemDesc,
Message: 'Level 3!',
})
// An on-cooldown ask pays nothing: no second box, no second frame, no more XP.
// An on-cooldown ask pays nothing: no more boxes, no frames, no more XP.
expect((await request('rewardType=FirstActivityOfDay&Message=again')).status).toBe(200)
expect((await getProgression(env.DB, 82)).XP).toBe(25)
expect(await giftBoxes('82')).toHaveLength(1)
expect(await getProgression(env.DB, 82)).toEqual({ PlayerId: 82, Level: 3, XP: 5 })
expect(await giftBoxes('82')).toHaveLength(3)
expect(await drainFrames()).toEqual([])
})
+8
View File
@@ -50,6 +50,14 @@ export enum NotificationType {
GiftPackageReceived = 30,
GiftPackageReceivedImmediate = 31,
GiftPackageRewardSelectionReceived = 32,
/**
* A player's level/XP changed — `{ PlayerId, Level, XP }`, where XP is the progress into
* the current level, not a lifetime total. STRING-valued: the reference's hub sends the
* wire name and its enum has no number for this one at all. It pushes the frame both when
* progression changes and when the player reads it back, which is how a client that just
* connected gets its bar right.
*/
PlayerProgressionLevelUpdate = 'PlayerProgressionLevelUpdate',
ProfileJuniorStatusUpdate = 40,
RelationshipsInvalid = 50,
StorefrontBalanceAdd = 60,
+180 -12
View File
@@ -10,11 +10,9 @@
* level-1/0-XP default the progression endpoints already served, so reads fall back to it
* rather than inserting on a GET.
*
* `level` is stored, not derived. The reference server levels a player up by subtracting
* the tier's `RequiredXp` from the running XP, with the thresholds coming from a config
* file (`configv2.json`'s `LevelProgressionMaps`) that we don't have — so XP accumulates
* here and everyone stays level 1 until those numbers exist. The column is present so
* turning the curve on later is a write, not a migration.
* `level` is stored rather than derived, because `xp` is NOT lifetime XP: a level-up spends
* the tier's cost out of it (see {@link LEVEL_REQUIRED_XP}), so the pair is a level plus the
* progress into the next one — which is exactly what the client's bar draws.
*
* The `econ` worker owns the migration (apps/econ/migrations/0012_progression.sql), being
* the writer.
@@ -29,6 +27,141 @@ export const PROGRESSION_SCHEMA_DDL: string[] = [
)`,
]
/**
* XP to leave each level, indexed BY LEVEL — `LEVEL_REQUIRED_XP[1]` is what a level-1 player
* spends to reach level 2. Copied from the `LevelProgressionMaps` the client is served in
* `apps/api/static/api-config-v2.json`, which is the same ladder the reference reads out of
* `configv2.json`: both sides have to agree or the client's bar fills to a different mark
* than the server levels at. An `api` test asserts the two stay identical.
*
* Index 0 is the level-0 entry the config carries (cost 0, unreachable — players start at
* level 1), and the tiers step 10 → 20 → 45 → 115 → 360 → 1080 every ten levels.
*
* What each level PAYS OUT is a separate table, {@link LEVEL_REWARDS}.
*/
export const LEVEL_REQUIRED_XP: readonly number[] = [
0, 10, 10, 10, 20, 20, 20, 20, 20, 20, 20, 45, 45, 45, 45, 45, 45, 45, 45, 45, 45, 115, 115, 115,
115, 115, 115, 115, 115, 115, 115, 360, 360, 360, 360, 360, 360, 360, 360, 360, 360, 1080, 1080,
1080, 1080, 1080, 1080, 1080, 1080, 1080, 1080,
]
/** A consumable reward rather than a clothing item — no star tier of its own. */
export const CONSUMABLE_REWARD = -1
/**
* The reward for REACHING each level, indexed by level: a `Rarity` for a clothing item, or
* {@link CONSUMABLE_REWARD} for a consumable. Transcribed from Rec Room's published
* level-reward table, in the star ratings it uses — 2-Star is rarity 10, 3-Star 20, 4-Star
* 30, 5-Star 50 (the ladder in the econ worker's query-drop section).
*
* The shape is worth reading: consumables carry the first ten levels (six of them), which
* are minutes apart at 1020 XP each; clothing takes over and holds 2-Star until 21; the
* 20s alternate 2- and 3-Star; the 30s alternate 3- and 4-Star; the 40s are solid 4-Star,
* and level 50 is the only 5-Star in the game's progression.
*
* This is NOT the coarse `GiftRarity` the served config carries (a flat 10 to level 14, 20
* to 39, 30 to 49, 50 at the cap). The two disagree in places — level 15 is 2-Star here and
* 20 there — and this table is the one we grant from, being per-level and explicit. See the
* econ README.
*/
export const LEVEL_REWARDS: readonly number[] = [
// Level 0 is not a level anyone reaches; 0 is "no reward" rather than a rarity.
0,
// 110: consumables interleaved with the first clothing drops.
CONSUMABLE_REWARD,
10,
CONSUMABLE_REWARD,
10,
CONSUMABLE_REWARD,
CONSUMABLE_REWARD,
CONSUMABLE_REWARD,
10,
CONSUMABLE_REWARD,
10,
// 1120: 2-Star clothing all the way.
10,
10,
10,
10,
10,
10,
10,
10,
10,
10,
// 2130: 2-Star alternating with 3-Star.
10,
20,
10,
20,
10,
20,
10,
20,
10,
20,
// 3140: 3-Star with a 4-Star every few levels.
30,
20,
20,
20,
30,
20,
20,
20,
20,
30,
// 4150: 4-Star to the top, then the game's only 5-Star.
30,
30,
30,
30,
30,
30,
30,
30,
30,
50,
]
/** What reaching a level pays out, or null when it pays nothing. */
export type LevelReward = { kind: 'consumable' } | { kind: 'clothing'; rarity: number }
/**
* The reward for reaching `level`, or null for a level that carries none (level 0, or any
* level past the end of the table).
*/
export function levelReward(level: number): LevelReward | null {
const reward = LEVEL_REWARDS[level]
if (reward === undefined || reward === 0) return null
return reward === CONSUMABLE_REWARD
? { kind: 'consumable' }
: { kind: 'clothing', rarity: reward }
}
/** The last level the ladder defines. At the top XP still accrues, but nothing levels. */
export const MAX_LEVEL = LEVEL_REQUIRED_XP.length - 1
/**
* Spend XP on levels: while the current level's cost is met, subtract it and step up. The
* remainder stays as progress into the next level, and a big enough grant can cross several
* at once (25 XP takes a fresh player from level 1 to level 3).
*
* A cost of 0 or less stops the loop rather than looping forever — the level-0 entry is 0,
* and a future config could zero one by mistake.
*/
export function applyLevelUps(level: number, xp: number): { level: number; xp: number } {
let currentLevel = level
let remaining = xp
while (currentLevel < MAX_LEVEL) {
const cost = LEVEL_REQUIRED_XP[currentLevel] ?? 0
if (cost <= 0 || remaining < cost) break
remaining -= cost
currentLevel += 1
}
return { level: currentLevel, xp: remaining }
}
/** A player's progression, as the client's progression DTO renders it. */
export interface Progression {
PlayerId: number
@@ -41,16 +174,39 @@ export function defaultProgression(accountId: number): Progression {
return { PlayerId: accountId, Level: 1, XP: 0 }
}
/** What a player holds after a grant, plus how many levels the grant took them up. */
export interface XpGrant {
progression: Progression
levelsGained: number
}
/**
* Add XP to a player and return what they now hold. The add is one statement, so two
* rewards landing together can't both read the same stale total and write it back — the
* client fires reward requests off right after a match.
* The levels a grant took the player THROUGH, in order — `[2, 3]` for the 25 XP that lifts a
* fresh player from level 1 to level 3. One entry per level reached, which is one reward
* each; an empty list when the grant only moved the bar.
*/
export function levelsReached(grant: XpGrant): number[] {
const from = grant.progression.Level - grant.levelsGained
return Array.from({ length: grant.levelsGained }, (_, i) => from + i + 1)
}
/**
* Add XP to a player, spend it on any levels it now pays for, and return what they hold —
* with the levels gained, which is what a caller announces ("you reached level 3") and what
* a future level-up reward would hang off.
*
* The XP add is one statement, so two rewards landing together can't both read the same
* stale total and write it back — the client fires reward requests off right after a match.
* The level-up is a second write on the row the first one returned: the ladder is a pure
* function of that row, so a concurrent grant either lands before it (and is included) or
* after it (and levels up itself). Neither loses XP; the worst case is a level-up announced
* one grant late.
*
* Non-positive amounts are dropped rather than written: nothing takes XP away, and a 0 XP
* grant would otherwise create a row that says the same as no row at all.
*/
export async function addXp(db: D1Database, accountId: number, xp: number): Promise<Progression> {
if (xp <= 0) return await getProgression(db, accountId)
export async function addXp(db: D1Database, accountId: number, xp: number): Promise<XpGrant> {
if (xp <= 0) return { progression: await getProgression(db, accountId), levelsGained: 0 }
const row = await db
.prepare(
`INSERT INTO progression (account_id, level, xp) VALUES (?1, 1, ?2)
@@ -59,8 +215,20 @@ export async function addXp(db: D1Database, accountId: number, xp: number): Prom
)
.bind(accountId, xp)
.first<{ level: number; xp: number }>()
if (row === null) return defaultProgression(accountId)
return { PlayerId: accountId, Level: row.level, XP: row.xp }
if (row === null) return { progression: defaultProgression(accountId), levelsGained: 0 }
const leveled = applyLevelUps(row.level, row.xp)
const levelsGained = leveled.level - row.level
if (levelsGained > 0) {
await db
.prepare('UPDATE progression SET level = ?2, xp = ?3 WHERE account_id = ?1')
.bind(accountId, leveled.level, leveled.xp)
.run()
}
return {
progression: { PlayerId: accountId, Level: leveled.level, XP: leveled.xp },
levelsGained,
}
}
/** One player's progression, defaulted when they've earned nothing yet. */