# econ Economy Worker served on the `econ` subdomain (`econ.recflare.net`). Hosts the avatar/economy endpoints the game client calls on the `econ` service (distinct from the main `api` worker, which also serves many of them — the client may call either host). Balances, inventory, consumables, saved outfits, avatars and gift boxes are D1-backed; storefront catalogs are static assets (`static/storefronts/sf{N}.json`) served via the ASSETS binding. Several routes are still empty-list stubs. ## Routes `✓` = auth-gated (validates the Bearer JWT from the `auth` worker; empty-body 401 when missing/invalid). | Method | Path | Auth | Description | | -------- | ---------------------------------------------------- | ---- | --------------------------------------- | | GET | `/api/avatar/v1/defaultunlocked` | | Default-unlocked avatar items (static) | | GET | `/api/avatar/v1/defaultbaseavataritems` | | Default base avatar items (stub `[]`) | | GET | `/api/avatar/v4/items` | ✓ | Owned items + the default catalog | | GET | `/econ/customAvatarItems/v1/owned` | ✓ | Owned custom avatar items (stub) | | GET | `/api/objectives/v1/myprogress` | | Objectives progress (static) | | GET/POST | `/api/objectives/v1/cleargroup` | | Clear an objectives group (no-op `[]`) | | GET | `/api/avatar/v2` | ✓ | The player's own avatar | | POST | `/api/avatar/v2/set` | ✓ | Save the player's avatar | | GET | `/api/checklist/v1/current` | ✓ | NUX checklist (stub `[]`) | | GET | `/api/itemWishlists/v1/wishlist/me` | ✓ | Item wishlist (stub `[]`) | | GET | `/api/avatar/v3/saved` | ✓ | Saved outfits | | POST | `/api/avatar/v3/saved/set` | ✓ | Save an outfit into a slot | | GET | `/api/avatar/v2/gifts` | ✓ | Pending (unopened) gift boxes | | POST | `/api/avatar/v2/gifts/consume` | | Open a gift box → success envelope | | GET | `/api/avatar/v2/:id` | | Another player's avatar (render subset) | | GET | `/api/equipment/v2/getUnlocked` | | Unlocked equipment (stub `[]`) | | GET | `/api/roomconsumables/v1/roomConsumable/room/:id` | | Room consumables (stub `[]`) | | GET | `/api/roomconsumables/v1/roomConsumable/room/:id/me` | | Caller's room consumables (stub `[]`) | | GET | `/api/roomcurrencies/v1/currencies` | | Room currencies (stub `[]`) | | GET | `/api/roomcurrencies/v1/getAllBalances` | | Room balances (stub `[]`) | | POST | `/api/settings/v2/set` | ✓ | Persist settings (accept-and-ack) | | GET | `/api/consumables/v2/getUnlocked` | ✓ | Unlocked consumables | | POST | `/api/consumables/v1/consume` | ✓ | Consume an owned consumable | | GET | `/api/storefronts/v4/balance/:currencyType` | ✓ | Currency balance | | GET | `/api/storefronts/v3/giftdropstore/:id` | | Gift-drop storefront catalog | | POST | `/api/storefronts/v2/buyItem` | ✓ | Buy a storefront item | | GET | `/api/storefronts/v1/adcarouselitems` | | Ad-carousel items (static) | | GET | `/api/challenge/v2/getCurrent` | | Current weekly challenge (static) | | POST | `/api/challenge/v2/updateProgress` | | Report challenge progress (stub) | | GET | `/api/gamerewards/v1/pending` | | Pending game rewards (stub `[]`) | | POST | `/api/gamerewards/v1/request` | | Request a game reward (stub `[]`) | | GET | `/api/roomkeys/v1/mine` | | The player's room keys (stub `[]`) | | GET | `/api/roomkeys/v1/room` | | Room keys for a room (stub `[]`) | | POST | `/api/CampusCard/v1/UpdateAndGetSubscription` | | Subscription lookup (both null) | | GET | `/openapi.json` | | Generated OpenAPI 3.1 spec (see below) | The app runs with `strict: false`, so trailing-slash variants match (the client posts `/gifts/consume/` with a trailing slash). ## API documentation `GET /openapi.json` serves a spec generated from `describeRoute` blocks alongside each handler, with the schemas in `src/openapi.ts`. **Descriptive, not enforced** — same rationale as the `auth`/`accounts`/`match` workers. A test asserts every route appears in the spec, so adding one without documenting it fails. ## Purchases (`buyItem`) The core flow. The client posts the storefront/item ids, the currency, and the `RequestedPrice` it rendered; the handler: 1. looks the item up in `static/storefronts/sf{StorefrontType}.json`; 2. rejects a stale price (`409`) — this stops a stale or tampered client buying at a price the catalog no longer offers; 3. debits the buyer **atomically** (`400` on insufficient balance); 4. grants the drop — an avatar item into the `inventory` table (own-once), a consumable into the `consumable` table (each buy stacks a new instance); currency/xp drops aren't granted yet; 5. returns a **gift box** and pushes a `StorefrontBalanceUpdate` over the socket. Two things are easy to get wrong: - **`Balance` in the response is the _change_ applied** (the negated price), not the resulting total. The client reads its new total from `GET /balance/:type`. - **Ownership is persisted at purchase**, not when the box is opened. Opening a box (`/gifts/consume`) just deletes it — the item was already granted. So the grant never waits on the cosmetic "open it" moment. A `Gift` block routes the item (and box) to another player, but the caller always pays. A self-buy or anonymous gift is attributed to the "Coach" system account (id 1). ## Consume envelopes Both consume routes (`/gifts/consume`, `/consumables/consume`) always answer HTTP 200 with `{ error: "", success: true, value: null }` — even for a missing or already-gone target. A captured real consume returns this envelope, not an empty body: the client parses it to finish the action, so a bare 200 reads as a failure and the item never finishes unlocking. Deletes are scoped to the caller, so an unauthenticated or mismatched call is a harmless no-op (opening _another_ player's box is a 403). ## Weekly challenge (`static/weekly-challenge.json`) Served verbatim by `GET /api/challenge/v2/getCurrent`. The server never evaluates it: the client reads the rule tree in each challenge's `Config`, watches its own gameplay, and posts the tree back to `/api/challenge/v2/updateProgress` with its verdict. So this file is the entire definition of a week's challenges — ids, display strings, matching rules and the reward preview. Everything below was read off reference data (one captured live rotation), not a spec. Field meanings marked _(inferred)_ are read from how the values line up with the strings the client renders; the rest are pinned by the data itself. ### Top level | Field | Example | Notes | | ---------------------- | ------------------------------ | ---------------------------------------------------------------------------------------------------------------------------- | | `ChallengeMapId` | `17` | Id of the rotation as a whole ("map" of challenges). Echoed back on `updateProgress`; bump it when you publish a new week. | | `CompletedRequired` | `false` | _(inferred)_ Whether every challenge must be finished before the `Gift` is claimable. | | `StartAt` / `EndAt` | `2026-03-25T21:00:00` | The window, 7 days apart, **no timezone suffix** — unlike `ServerTime`. Treat as UTC. | | `ServerTime` | `2026-03-31T14:42:54.2754728Z` | .NET round-trip timestamp (7-digit fraction, `Z`). The client dates the countdown off this, so it is **frozen** — see below. | | `Challenges` | array | The week's challenges, rendered in order. | | `Gift` | object | The reward preview for finishing the set. | | `FallbackGiftName` | `"4-Star Box"` | Shown when the client can't resolve `Gift` into a name. | | `ChallengeThemeString` | a designer quote | Free text carried through from the captured rotation; a theme note, not a rendered UI string as far as we can tell. | **The frozen clock:** `ServerTime` (Mar 31) sits _inside_ `StartAt`…`EndAt` (Mar 25 → Apr 1), about a day before the end, and the file is static — so the client always sees an active rotation with a ~1-day countdown rather than an expired one. If you edit the window, move `ServerTime` inside the new one too, or the challenges may render as already over. ### A challenge entry | Field | Notes | | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | `ChallengeId` | Unique within the rotation, not sequential (`37, 38, 44, 49, 63`). Posted back on `updateProgress`. | | `Name` | Internal slug, never displayed — and **not authoritative**: `63` is named `Complete3SpillwayGames` but its `Config` and description are Clearcut. Trust `Config`, not the name. | | `Config` | The rule tree, as an **escaped JSON string** (not a nested object). See below. | | `Description` | The one-line goal, e.g. `"Complete 10 games in ^Paintball"`. | | `Tooltip` | The longer hint under it. | | `Complete` | Per-player state, so meaningless in a static catalog: always `false` here, and `updateProgress` is stubbed and never flips it. | `^Token` in `Description`/`Tooltip` is a client-side room link: the client resolves the token to a room and renders a tappable name. Subrooms use a dotted path (`^Paintball.Clearcut`). It is optional decoration, not markup the client requires — the same rotation writes both `"Complete 10 games in ^Paintball"` and, plainly, `"Complete 3 games of Paintball: Clear Cut"`. ### The `Config` rule tree A tree of nodes, each with a numeric type in `ct`. Two node kinds appear: - **Match** (`ct: 0`) — `wc` is a list of predicates that must _all_ hold for one game result (AND). - **Counter** (`ct: 1`) — `ctc` holds the child node to count and `t` is the target count. Which slot a node uses (`wc` vs `ctc`) tells you what its children are; a node never has both. `ipc` is `false` on every composite node in the reference data — purpose unknown, but the client echoes it back, so keep emitting it. Predicate leaves carry `vs`, a list of accepted values matched as OR: | `ct` | Shape | Meaning | | ---- | -------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | `6` | `{"ct":6,"vs":[2]}` | _(inferred)_ The kind of event being matched — a finished game/session. Present in **every** leaf group and always `[2]`; nothing observed varying it, so treat it as required boilerplate. | | `7` | `{"ct":7,"vs":[{"l":""}]}` | Scene allow-list: each `l` is a subroom's `UnitySceneId` (see `apps/rooms`). Matches if the game happened in any of them. | | `9` | `{"ct":9,"vs":[true],"v":"won"}` | A named session variable (`v`) equals one of `vs` — here, the player won. | The two idioms in the file, unescaped: ```jsonc // "Complete ^TheRiseOfJumbotron quest" — one winning session in one scene { "ct": 0, "ipc": false, "wc": [ { "ct": 6, "vs": [2] }, { "ct": 9, "vs": [true], "v": "won" }, { "ct": 7, "vs": [{ "l": "acc06e66-…" }] } // TheRiseofJumbotron / Home ]} // "Complete 5 Charades games" — count matching sessions to a target { "ct": 1, "ipc": false, "t": 5, "ctc": [ { "ct": 0, "ipc": false, "wc": [ { "ct": 6, "vs": [2] }, { "ct": 7, "vs": [{ "l": "a673712c-…" }, { "l": "4078dfed-…" }] } // 3DCharades + Legacy3DCharades ]} ]} ``` Note the quest challenges have **no `t`** (one qualifying session is the whole goal) and the counted ones have **no `won` predicate** (finishing counts, winning is irrelevant). On `updateProgress` the client posts the same tree back with **`cc`** added to the counter node — its current count (`…,"t":5,"cc":1`). `cc` never appears in this file; it is progress, not definition. Since the server persists nothing, that count lives only in the client. **Scene ids, not room ids.** Because `ct: 7` matches `UnitySceneId`, a screens room and its VR twin share ids and both count — the six Paintball scenes listed for challenge `44` are the subrooms of _both_ `Paintball` and `PaintballVR`, and each also exists as a standalone base room (`River`, `Clearcut`, …). One list covers every way in. How the rotation's five challenges resolve: | Challenge | Scenes | | --------- | ----------------------------------------------------------------- | | `37` | TheRiseofJumbotron / Home | | `38` | Crescendo / Home | | `44` | Paintball: River, Homestead, Quarry, Clearcut, Spillway, Drive-in | | `49` | 3DCharades / InkSpaceHome + Legacy3DCharades / Home | | `63` | Clearcut only | ### The `Gift` block Same item vocabulary as a storefront `GiftDrop` (`AvatarItemDesc` — a comma-separated list of avatar-item guids, `AvatarItemType`, `ConsumableItemDesc`, `EquipmentPrefabName`, `EquipmentModificationGuid`) plus `Xp`, `Level` and `StorefrontType`, but two fields are **renamed**: a storefront's `Context`/`Rarity` are `GiftContext`/`GiftRarity` here. Don't feed one shape to the other's reader. `EquipmentModificationGuid` is the Rec Room packed guid — 22-char URL-safe base64 of the 16 guid bytes in .NET little-endian order, padding stripped (`g5u0weNLmkCLeUXFUVn74Q` → `c1b49b83-4be3-409a-8b79-45c55159fbe1`). The reward is identified by prefab + that guid, _not_ by `GiftDropId`: this block's `GiftDropId` is `3994`, while the same skin sells in `sf3.json` as `2121` ("Camera Skin (Comic)"). Nothing grants it — the reward is preview only (see Known gaps). ## Bindings | Binding | Type | Notes | | ---------------------------- | -------------- | -------------------------------------------------------- | | `DB` | D1 | Shared `recflare` database — balances, inventory, etc. | | `JWT_SECRET` | Secrets Store | Shared HS256 signing key (see the `auth` README) | | `ASSETS` | static assets | Serves `sf{N}.json` storefront catalogs | | `RECFLARE_NOTIFICATIONS_HUB` | Durable Object | Cross-worker RPC to the `notify` worker's hub | | `STARTING_TOKENS` | var | Optional; new-player token grant (default in balance-db) | Add a storefront by dropping a new `sfN.json` in `static/storefronts` — no code change. ## Known gaps - Gifting to another player grants the item and box but does not notify the recipient. - `buyItem` grants avatar-item and consumable drops; currency/xp drops aren't granted. - Consumables are granted and listed but never spent by gameplay, so `Count` only grows. - Several routes (room keys, wishlist, equipment, room consumables/currencies, game rewards) are empty-list stubs pending their own stores. - Weekly-challenge progress is never persisted and the rotation's `Gift` is never granted: `updateProgress` echoes `Complete: false`, so nothing ever completes.