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recflare/apps/econ
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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, gift boxes, weekly-challenge progress and game-reward eligibility are D1-backed; storefront catalogs and the weekly-challenge rotation are static assets (static/), the storefronts 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). ~ = optional auth: served to anyone, personalised for a valid bearer.

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
POST /api/items/bulkpurchase Buy a bag of storefront items
GET /api/storefronts/v1/adcarouselitems Ad-carousel items (static)
GET /api/challenge/v2/getCurrent ~ Weekly rotation + the caller's progress
POST /api/challenge/v2/updateProgress Report challenge progress
GET /api/gamerewards/v1/pending Pending game rewards (stub [])
POST /api/gamerewards/v1/request Claim a game reward → 5 XP + gift box
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 ~ Gold year for developers, else {}
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), equipment into equipment, a consumable into consumable (each buy stacks a new instance), or, for a query drop, whatever the roll lands on (below); 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).

The shopping bag (POST /api/items/bulkpurchase)

The same purchase, many items at once. The client posts every line in the bag — an item id, DuplicateItemCount copies, the unit RequestedPrice it rendered, an optional Gift — plus the one StorefrontType and one CurrencyType they all share.

The response is not buyItem's. It is { Success, Error, error_id, Value }error_id lowercase because the client renames that one member, the other three PascalCase — wrapping a BalanceUpdateResponse:

{
  "Success": true,
  "Error": null,
  "error_id": null,
  "Value": {
    "Balance": 9500, // the RESULTING total, not buyItem's change
    "CurrencyType": 2,
    "Platform": -2, // the bucket that total belongs to — a renamed BalanceType
    "BalanceUpdates": [
      // one entry per REQUESTED item, in request order
      {
        "UpdateResponse": 0,
        "Data": { "GiftPackage": {  }, "PurchasableItemId": 2182, "CustomAvatarItem": null },
      },
    ],
  },
}

What is deliberate here:

  • Value.Balance is the resulting total, unlike buyItem's change — { Balance, CurrencyType, Platform } is the BalanceResponse triple a StorefrontBalance* frame also carries, and the one frame this pushes reports the identical number, so body and frame agree instead of compounding.
  • Platform is -2, not the capture's 4. It is the client's BalanceType under a [DataMember] rename — the bucket, not a store. The reference server said RecNetPurchased because it kept a wallet per store; this server keeps ONE account-wide bucket and the client SUMS its buckets, so naming any other platform invents a second balance beside the real one — the bug that showed a player 34,100 tokens.
  • One entry per REQUESTED item, and UpdateResponse is where it reports. A line that didn't sell comes back non-OK with a null GiftPackage, and AllowPartialSuccess is what lets those sit beside successful ones while Success stays true. Codes: 0 OK, 1 TooManyRequests, 2 NotEnoughCredit, 3 AlreadyOwned, 4 NoItemAvailable, 5 CouponNotApplicable, 6 RequestedPriceDoesNotMatch, 7 RequestedAmountNotAllowed, 8 PlayerNotEligible, 9 RequestCannotBeRefunded, 10 PlayerNotApproved. This server can produce 0/2/4/5/6/7; the rest are rate limiting, entitlements and refunds, none of which exist here. AlreadyOwned is left unused on purpose — buyItem lets a player re-buy what they own, and one purchase path refusing what the other allows would be worse than either.
  • One entry per item means one box per item. So DuplicateItemCount above 1 is only allowed for a consumable (they stack, and the count rides on the one box); anything owned once is refused with RequestedAmountNotAllowed rather than charged twice for a grant that would collapse into itself.
  • One catalog read and one debit for the whole bag. Lines resolve in memory against a single sf{N}.json read (sf3 is 1161 items; the cap is 200 copies), and the total is spent in ONE atomic spendCurrency. Charging line by line would let a bag half-succeed against a concurrent spend and would push a balance frame per line.
  • Nothing sold ⇒ a refusal, not an empty success. Success: false, the first failure's reason in Error, and a null Value — legal here, since the client's validator only cascades into a non-null one (unlike the matchmaking DTO, which throws on a null payload). Without AllowPartialSuccess, one bad line refuses the bag the same way and nothing is charged. 400 is reserved for a request that can't be evaluated at all (no lines, a non-spendable currency, more than Econ.BulkPurchaseCap — the same 200 the client reads from its game config), and even those answer the envelope.
  • GiftPackage is its own 20-key DTO, not the stored box: buyItem's Data entry plus PlayerId / CustomAvatarItemId / Signature / IsSignatureValid, minus its Level. Its Platform/PlatformsToSpawnOn are the platform MASK (-1) — the balance bucket is the BalanceType beside them, which is the opposite arrangement from Value.Platform above. Signature is null and IsSignatureValid false: a box the server minted was never signed for peer-to-peer transfer.
  • BypassGiftPackages skips the boxes, not the grant. Ownership never depended on the box, so the items are granted either way; GiftPackage is then null — exactly what the captured response shows.
  • Guid-keyed ids and coupons are refused. ItemPurchaseMethodId is a discriminated id (Type 0 = a storefront PurchasableItemId in NumberId; a Guid names a UGC item no catalog here sells, and Data.PurchasableItemId is null for it), and nothing issues the coupon a CouponConsumablePlayerMappingId would spend.

Query drops — the loot boxes (IsQuery)

A gift-drop with IsQuery: true is not an item, it is a roll: all of its item fields (AvatarItemDesc, EquipmentModificationGuid, ConsumableItemDesc) are empty on purpose, and what the player gets is picked at grant time. sf2's tooltip states the rule outright — "A random 4-star item that you don't have." Eight ship in the catalogs, two families of the same ladder:

sf2 "Star Boxes" (ItemSetId 44, Unique) Rarity sf3 "Random box" family
0 Common Random box
2-Star Unique Box 10 Uncommon Random box
3-Star Unique Box 20 Rare Random box
4-Star Unique Box 30 Epic Random box
50 Legendary Random box

That table is the star ↔ rarity ladder (STAR_RARITY in econ.app.ts): sf2's three boxes pin 2/3/4 → 10/20/30 by carrying both their name and their QueryRedirectRarity, and sf3's five-name ladder fills in the ends. It's the same tier list twice, so read a rarity number in either dialect.

rollQueryDrop resolves one inside grantGiftDrop, so both faucets — a purchase and the weekly gift — hand over a real item rather than an unopenable box:

  • The pool is sf3, the general store (ROLL_STOREFRONT_TYPE). It's the only catalog with a real pool at every tier (1161 items against 840 in the themed ones), it's where the Random box family itself sells, and "a random 4-star item" means the item universe, not whichever seasonal shelf the box came off.
  • Filtered to what the player doesn't own, which is the Unique promise and the only reading of "an item you don't have" that means anything.
  • 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 every 4-star item still gets the box, just nothing in it.
  • buyItem answers with the ROLLED item, not the box. The client draws the purchase from BalanceUpdates[0].Data[0], and a query drop's own item fields are all empty — echo those and the player sees an empty box for a purchase that actually granted something. The stored box was always correct; only the response was wrong.

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 (src/challenge-rotation.ts)

Served by GET /api/challenge/v2/getCurrent (with each challenge's per-player Complete and Config stamped in — see Progress below). The server never evaluates the rules: 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 a rotation is the entire definition of a week's challenges — ids, display strings, matching rules and the reward preview.

Rotations are generated from the calendar week, not authored. buildRotation(now) in src/challenge-rotation.ts derives everything from the week index: five challenges drawn from a pool of rooms crossed with the challenge kinds each room supports, the week's window, and a ChallengeMapId of 1000 + weekIndex. It is a pure function of which week it is, and that is load-bearing rather than tidy — challenge_status rows are scoped by ChallengeMapId and the gift threshold counts completions against Challenges, so two callers who disagreed about what the week holds would disagree about who had finished it. Selection runs off a seeded PRNG (mulberry32 over the week index); nothing calls Math.random().

The week rolls at Wednesday 21:00 UTC, the boundary both captured rotations sit on, counted from an epoch of 2020-01-01. Each week publishes five challenges, no room twice and at most two of any one kind, so a week is never five variations of "finish some games".

Kind Asks for Target Rooms
games Finished games in one room 5 Head-to-head and score-based rooms
win One finished game, won (or quest closed) 1 Quests, plus rooms with a real opponent
ai Enemies defeated in one room 10 Quests — the rooms with enemies in them

static/weekly-challenge.json still ships and still wins: a non-empty Challenges array there pins the week to that hand-authored rotation and skips generation entirely, which is how a debug or event week gets served without a code change. Empty (as shipped), it supplies only what generation doesn't own — CompletedRequired, FallbackGiftName and ChallengeThemeString, plus the Gift block used as a fallback if the catalog can't be read.

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. The field notes describe both the generated rotation and the pinned file, since they are the same shape on the wire.

Top level

Field Example Notes
ChallengeMapId 1347 Id of the rotation as a whole ("map" of challenges). Echoed back on updateProgress. Generated as 1000 + weekIndex; the four-digit floor keeps it clear of hand-authored ids (17, 19), which would otherwise read a player's old rows as progress against a different set.
CompletedRequired false (inferred) All-or-nothing: true makes the Gift need every challenge, false the three-of-five threshold below.
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. Generated rotations send the REAL clock — 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 clock: a generated rotation's window is genuinely the current week, so ServerTime is simply now and the countdown the client draws is real — the challenges expire on Wednesday at 21:00 UTC and the next week's set replaces them.

That is the thing generation fixes. A pinned rotation is static, so its ServerTime has to be frozen inside StartAtEndAt — a day before the end is the captured shape (Mar 31 inside Mar 25 → Apr 1) — or the client renders the week as already over. Move the window on a pinned rotation and you must move ServerTime into it too.

A challenge entry

Field Notes
ChallengeId Unique within the rotation, not sequential (37, 38, 44, 49, 63). Posted back on updateProgress. Generated ids are the index of the (room, kind) pair in the generator's candidate list, so id 12 is always the same challenge — append rooms, never insert.
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 always false as generated — getCurrent overwrites it per caller from challenge_status, along with Config.

^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

An escaped JSON string holding a tree of nodes, each with a numeric type in ct: a Match (ct: 0, wc is a list of predicates that must all hold for one game result) or a Counter (ct: 1, ctc is the child node to count and t the target). Leaves match a scene allow-list (ct: 7, subroom UnitySceneIds) or a session variable (ct: 9, e.g. won). The server never evaluates any of it — the client does, and posts the tree back with its own count written in.

Reading or writing one? See .agents/skills/weekly-challenge-config/SKILL.md — the full node-type enum, the event types and session variables a predicate can match, the named scene constants (including the shared scenes that make a challenge complete in more rooms than you meant — Soccer and Stadium are one scene), the three idioms, and an authoring checklist.

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.

Weekly rewards are equipment, so a generated week rolls one from sf3 — every item there carrying an EquipmentModificationGuid (187 of its 1161), drawn with the week's own seed. Drawing from the live catalog rather than a copied list is what lets the grant path resolve the pick back to the entry selling it, so the player receives a properly named item; the block a generated week emits carries that entry's GiftDropId and rarity.

EquipmentModificationGuid is sometimes the Rec Room packed guid — 22-char URL-safe base64 of the 16 guid bytes in .NET little-endian order, padding stripped (g5u0weNLmkCLeUXFUVn74Qc1b49b83-4be3-409a-8b79-45c55159fbe1) — and sometimes a plain guid; sf3 carries both forms and they are matched as opaque strings, never converted. The reward is identified by prefab + that guid, not by GiftDropId: the captured block's GiftDropId is 3994, while the same skin sells in sf3.json as 2121 ("Camera Skin (Comic)").

Granted when the set is finished — see below. The grant path is buyItem's, so the block is translated into a storefront gift-drop first (toChallengeGiftDrop); the renamed GiftContext/GiftRarity are exactly what that translation is for.

The block carries no display strings (and the captured one carries a GiftRarity of 0 for an item that sells at rarity 5), so both are taken from the catalog entry selling the same item, matched on equipment guid / avatar desc — the reward reads as "Camera Skin (Comic)", not as the box it might have arrived in. An explicit FriendlyName/Tooltip on the block wins over the catalog if a pinned rotation sets them; neither is present in the captured one or in a generated block.

FallbackGiftName is the other half of the reward, not just a label. "4-Star Box" is what the player gets instead when they already own the item — the real game phrased it "…or a 4-Star Box!" — so it is granted as a query drop (a roll) at the tier its star count names, via the ladder in the query-drop section. Renaming it to 3-Star Box retunes the consolation tier with no code change; a name that doesn't parse falls back to 4 stars.

Winning the gift (challenge_gift)

There is no claim endpoint and the client never asks: the reward is handed out from the updateProgress call that reaches the threshold. Every completing report on the live rotation re-reads the caller's completions and, once enough of the week's own challenges are there, grants the Gift the way a purchase grants a drop — the item into inventory/equipment/consumable, plus a gift box (message Weekly challenge complete!) the player finds in GET /api/avatar/v2/gifts.

Three of five, not five of five (CHALLENGES_REQUIRED_FOR_GIFT). A week publishes five challenges and the gift is for playing most of them, so the two a player can't reach — a quest they don't own, a mode they don't like — don't sink the whole week. The count is of challenges the rotation still publishes: a live client can report an id an edited rotation no longer lists, and three of those shouldn't buy a gift nobody worked for. A rotation publishing fewer than three can only ask for what it has.

The item, or a roll. If the player already owns the Gift's item — likely, since the rotation's reward is one fixed item that sells in the store — they get the FallbackGiftName box instead, rolled at its star tier. Finishing the week can't be worth nothing. A Gift block carrying no ownable item at all (no avatar desc, no equipment guid) counts as "already owned", so a rotation whose reward is only a box is written by leaving the block empty and naming the tier.

  • challenge_gift makes it happen once. One row per (account, rotation); the row's existence is the grant. The client keeps reporting after the set is finished, so the insert is the gate: ON CONFLICT … DO NOTHING … RETURNING claims it in one statement, and a second report returns no row and grants nothing.
  • Claim first, grant second — at-most-once. If the grant then fails the reward is lost rather than doubled; it's logged (failed to grant weekly challenge gift) and re-granted by hand if it ever happens. A faucet that sticks is easier to spot than one that leaks.
  • The response is unchanged; the socket carries the news. updateProgress answers the same four fields whether or not a gift was won, and a GiftPackageReceivedImmediate (31) frame goes out over the hub with the box — that's what pops the reward panel the moment the set is finished, instead of the player finding it on the next read of the gifts list. The payload is the reference server's field-for-field (Id, FromGiftDropId: 0, FromPlayerId, the item fields, Platform/PlatformsToSpawnOn: -1, BalanceType: -2, Message), and it names the rolled item when the fallback box is what was granted. Immediate (31) rather than GiftPackageReceived (30) is what the reference sends for a box the server hands over unasked; the sender is Coach (1). Best-effort — a hub failure is logged and swallowed, since the gift is already granted and stored.
  • CompletedRequired: true makes the rotation all-or-nothing — the threshold becomes every published challenge. That reading of the flag is still inferred (it is false in the captured rotation, which is the partial default), but it's the one its name and the three-of-five rule agree on.
  • Xp/Level on the block are ignored, as on a purchase — same gap, and both are 0 in the captured rotation.
  • A report against an old rotation never wins anything, and an empty Challenges array earns nothing (its threshold clamps to zero, which every player would otherwise meet without playing).
  • Players already past the threshold when this shipped still get it: the client re-reports completed challenges, and the first such report is a completing report.

Progress (challenge_status)

POST /api/challenge/v2/updateProgress (auth-gated) upserts one row per (account, challenge) into challenge_status, and getCurrent reads them back to stamp each challenge's Complete and Config. The body is { ChallengeMapId, ChallengeId, Config, Complete } with the ids as strings and Complete as .NET's "True"/"False" — capitalized, so Boolean(body.Complete) reads "not complete" as complete (parseBool handles both spellings and a real JSON true).

The client does the evaluating, and Config is its scratchpad. It walks the rule tree locally and posts that tree back with its own progress written into the nodes — cc on a counter is the running count, c marks a satisfied node — so the posted tree is per-player state, not a copy of the catalog, and it is stored. getCurrent then serves the static challenge with the stored Config and Complete overwritten onto it; serving the pristine authored tree instead (what this used to do) threw away partial progress on every login. The server still evaluates none of the tree.

The response is the four posted fields, except Complete and Config are the stored values rather than the posted ones, because:

  • Completion latches within a rotation. The client reports repeatedly, and a later report saying "not complete" (a fresh session, a retry arriving out of order) must not un-finish something already finished.
  • A report carrying no Config keeps the stored tree. config itself doesn't latch — it's a tally, so the newest tree wins — but a report without one is missing data, not a reset, and must not blank the progress.
  • A new rotation resets the row. Challenge ids are only unique within a rotation, so the same id in a later week would otherwise start out already complete, and half-counted. A report whose ChallengeMapId differs from the stored one replaces the row instead of latching; reads are scoped to the rotation for the same reason.

getCurrent's auth is optional — an unauthenticated caller gets the static rotation with every Complete false and every Config as authored, rather than a 401, since the rotation is public and a failure on this route can stall the client's load. A challenge the caller has never reported keeps its authored Config too (a stored NULL), since a client handed a null tree has nothing to evaluate. The overlay rebuilds the response object rather than stamping the imported JSON in place: that import is module state shared across every request an isolate serves, so mutating it would leak one player's progress to the next caller.

Game rewards (reward_status)

The client asks for a reward whenever it thinks one is due, posting a form body of the type and the message to show for it:

rewardType=FirstActivityOfDay&Message=First%20Game%20of%20the%20Day
rewardType=PostGameActivity&Message=Activity%20completed%21&giftContext=Soccer

Since the client asks rather than the server offering, whether a reward is actually owed is decided here, from reward_status — one row per (account, reward type, gift context) holding the last claim and a count. One claim per type per activity per hour (REWARD_COOLDOWN_MS), flat for every type despite what a name like FirstActivityOfDay suggests; per-type windows would be a map keyed by type.

  • The claim is one SQL statement (ON CONFLICT … DO UPDATE … WHERE). The client fires these off right after a match, so two can land together; a read-then-write would let both see the same stale granted_at and pay out twice.
  • A rejected claim leaves granted_at alone. If an on-cooldown ask pushed the timestamp forward, a client that retries in a loop would never become eligible.
  • giftContext (the activity, e.g. Soccer) is part of the key — the "first activity of the day" is per activity, so a player who moves from Soccer to Paintball is owed another reward while a second Soccer match inside the hour is not.
  • A contextless ask keys on '', not NULL. SQLite allows — and does not dedupe — NULLs in a non-INTEGER primary key, so a NULL context would insert a fresh row on every ask instead of hitting the conflict, and the cooldown would never apply. Migration 0013_reward_status_gift_context.sql rebuilds the table (SQLite can't add a column to a primary key) and lands the pre-existing rows on that same '' bucket, so cooldowns from before it keep counting.

What a claim pays: 5 XP, in a gift box. The XP (GAME_REWARD_XP) is banked in progression and the box is the wrapper the client shows for it — no item, every item field empty, GiftContext 50 (GameRewards). The box wears the Message the client posted (First Game of the Day), and a GiftPackageReceivedImmediate frame goes out with it, the same push the weekly-challenge gift uses. XP is banked before the box is created, so a failure can't leave a box promising XP nobody was credited.

  • One flat amount for every reward type, matching the one flat cooldown they share. Pricing FirstActivityOfDay differently from PostGameActivity is a map keyed by type, the same shape the per-type cooldown would take.
  • Deliberately smaller than a level. The first level costs 10 XP, so a single action can't be a level-up — it takes two rewards to reach level 2, and the early levels are paced by the hourly cooldown rather than cleared in one match.
  • The response stays []. It's what the client already accepts, and the reward is delivered as a box, so there's nothing to put in the body. The reference answers its own (different) flow with { error, success, value: null }, not a list of rewards.
  • An on-cooldown ask pays nothing — no XP, no box, no frame. That's the whole point of getting eligibility right first: a client that retries in a loop must not mint boxes.

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.

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 — so a big enough grant can cross several levels at once. The ladder steps 10 → 20 → 45 → 115 → 360 → 1080 every ten levels and stops at 50, so the first level costs 10 XP and the last costs a hundred times that.

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 — a grant spanning several levels pays each of them. In practice a 5 XP game reward crosses at most one, so the second reward a fresh player claims hands over two boxes: the XP reward itself and the 2-Star Clothing for reaching level 2. Each arrives as a gift box announced like any other (Level 2!).

  • "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 grant the one the player picked. We grant on request instead, so there is no selection state and no /select. It also caps activity XP per day (daily_xp_ledgers); the hourly cooldown is our cap.

GET /api/gamerewards/v1/pending stays []: with rewards claimed on request, nothing sits waiting to be collected.

Bindings

Binding Type Notes
DB D1 Shared recflare database — balances, inventory, XP, 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 — the reference sends GiftPackageReceivedImmediate there too (buy.go, when the body carries a Gift), and pushGiftReceived is now sitting right there to do it.
  • buyItem grants avatar-item, equipment, consumable and query (box) drops; currency/xp drops aren't granted.
  • A query drop rolls uniformly across the tier and can't run at a rarity sf3 doesn't publish; per-item weighting and a multi-catalog pool would both need a manifest of the storefronts, which the ASSETS binding can't enumerate.
  • 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 5 XP; there is no daily XP cap beyond the hourly cooldown (the reference caps activity XP per day in daily_xp_ledgers).
  • The level-reward table and the served config's GiftRarity disagree in places (see the level section); we grant from the table and leave the config as captured, so a client that previews an upcoming reward would preview the config's answer, not ours.