Files
recflare/apps/econ/src/balance-db.ts
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2026-08-11 13:10:31 -04:00

242 lines
9.7 KiB
TypeScript

import { BalancePlatform } from '../../notify/src/notification-payloads'
/**
* Currency balances on the shared `recflare` D1 database.
*
* One row per (account, currency) pair rather than a JSON blob on the account: a
* balance is a number we increment, decrement and compare, and the spend path has to
* be atomic. `UPDATE ... WHERE amount >= ?` on a real column gives us that in one
* statement; a read-modify-write of a JSON blob would race and let a player spend the
* same tokens twice from two concurrent requests.
*
* This worker (`econ`) owns the table and its migration — see apps/econ/migrations/
* 0001_balance.sql, applied with its own `migrations_table` (d1_migrations_econ) so
* it doesn't clash with the auth/rooms migration histories on the same database.
*/
/**
* The currencies the client knows about (its `CurrencyType` enum, obfuscated
* `GKPEKOLBBJL` — which lists every member below except `RoomInventoryItem`). The client sends
* these ints in the balance/storefront paths — `/api/storefronts/v4/balance/2` is
* RecCenterTokens — so the values are fixed by the client, not by us.
*
* What each one is:
* - `Invalid` (0): the enum's zero value. Never a real balance; a request for it is
* a client bug or a probe, and `isSpendable` rejects it.
* - `LaserTagTickets` (1): earned in the Laser Tag activity, spent in its own store.
* - `RecCenterTokens` (2): THE general-purpose currency — what players mean by
* "tokens", earned everywhere and spent in the avatar/gift-drop storefronts. This
* is the only one the client fetches on load, and the only one we grant at signup.
* - `LostSkullsGold` (100) / `DraculaSilver` (101): per-activity currencies for the
* Isle of Lost Skulls and Rise of Jumbo quests. Earned and spent inside those
* activities only.
* - `RecRoyaleSeason1` (200): a season currency for Rec Royale; legacy, no live faucet.
* - `RoomCurrency` (300) / `RoomInventoryItem` (301): NOT global balances. These are
* scoped to a specific room and served by the `/api/roomcurrencies/*` and
* `/api/roomconsumables/*` endpoints, whose rows are keyed by room as well as by
* account. They must never be stored in this (account, currency) table — a single
* row here couldn't say WHICH room's currency it is, so a player's coins in one
* room would spend in every other. `isSpendable` rejects them for that reason.
* - `ProgressionEvent` (400): an XP/progression counter the client models as a
* currency. Not spendable.
*/
export const CurrencyType = {
Invalid: 0,
LaserTagTickets: 1,
RecCenterTokens: 2,
LostSkullsGold: 100,
DraculaSilver: 101,
RecRoyaleSeason1: 200,
RoomCurrency: 300,
RoomInventoryItem: 301,
ProgressionEvent: 400,
} as const
export type CurrencyTypeValue = (typeof CurrencyType)[keyof typeof CurrencyType]
/**
* The account-scoped currencies this table stores. Everything else in `CurrencyType`
* is either not a balance (Invalid, ProgressionEvent) or is room-scoped and belongs to
* the room-currency endpoints (RoomCurrency, RoomInventoryItem) — see the enum doc.
*/
const SPENDABLE: readonly number[] = [
CurrencyType.LaserTagTickets,
CurrencyType.RecCenterTokens,
CurrencyType.LostSkullsGold,
CurrencyType.DraculaSilver,
CurrencyType.RecRoyaleSeason1,
]
/** Whether a currency is an account-scoped balance this table may hold. */
export const isSpendable = (currencyType: number): boolean => SPENDABLE.includes(currencyType)
/**
* The signup grant, in RecCenterTokens, when the `STARTING_TOKENS` var is unset.
* An operator overrides it in wrangler.jsonc `vars`; 0 is a valid setting and means
* players start broke.
*/
export const DEFAULT_STARTING_TOKENS = 10_000
/**
* What a player starts with, granted lazily the first time their balances are touched
* (see `ensureStartingBalances`). Currencies absent here start at 0.
*
* This is the whole signup grant. It is NOT re-granted: a player who spends down to 0
* keeps a 0 row, and the grant is skipped because the row exists. That also means
* raising `STARTING_TOKENS` later only affects players who haven't been granted yet —
* existing players keep the amount they were granted under the old setting.
*/
export function startingBalances(
startingTokens: number
): ReadonlyArray<{ currencyType: number; amount: number }> {
return [{ currencyType: CurrencyType.RecCenterTokens, amount: startingTokens }]
}
/**
* The ONE balance bucket this server uses: `NonPurchasedNotUsableInP2P` (-2).
*
* The client keys a balance by `(CurrencyType, Platform)` and shows the SUM of the buckets,
* so which Platform a balance is reported under is not cosmetic — it is the bucket's
* identity. Everything we hand out is minted rather than bought, and we track no
* per-platform wallets (real RecNet did, for tokens paid for on each store), so one
* account-wide bucket per currency answers for all of them.
*
* Every surface that names the bucket must name THIS one: the balance DTO's `Platform`, the
* `BalanceType` the storefront HTTP bodies echo, and the `Platform` on every
* `StorefrontBalance*` socket frame. Naming a second one there invents a balance the client
* adds to the real total — see the frame rule in econ.app.ts.
*
* The enum itself lives in the notify worker's `notification-payloads.ts`, recovered from
* the client's decoder, rather than being duplicated here.
*/
export const ALL_PLATFORMS: BalancePlatform = BalancePlatform.NonPurchasedNotUsableInP2P
/** Schema DDL (mirror of migrations 0001_balance.sql) — also used to build the table in tests. */
export const BALANCE_SCHEMA_DDL: string[] = [
`CREATE TABLE IF NOT EXISTS balance (
account_id INTEGER NOT NULL,
currency_type INTEGER NOT NULL,
amount INTEGER NOT NULL DEFAULT 0,
PRIMARY KEY (account_id, currency_type)
)`,
]
export interface Balance {
currencyType: number
amount: number
}
/**
* Grant the signup balances to an account that hasn't been granted yet. INSERT OR
* IGNORE against the (account_id, currency_type) primary key, so an account that
* already has a row for a currency keeps its amount — including a 0 it spent down to.
* That's what stops this from re-granting tokens on every read.
*
* Called on read rather than at account creation so accounts that predate this table
* (every existing player) get their grant too.
*
* `startingTokens` is passed in rather than read from a module constant because it's
* operator configuration (`STARTING_TOKENS`), and every path that can trigger the grant
* has to agree on it — a caller that skipped it would quietly grant the built-in default
* to whichever player happened to touch that path first.
*/
export async function ensureStartingBalances(
db: D1Database,
accountId: number,
startingTokens: number
): Promise<void> {
const stmt = db.prepare(
'INSERT OR IGNORE INTO balance (account_id, currency_type, amount) VALUES (?1, ?2, ?3)'
)
await db.batch(
startingBalances(startingTokens).map((b) => stmt.bind(accountId, b.currencyType, b.amount))
)
}
/** Every balance an account holds (after its starting grant is applied). */
export async function getBalances(
db: D1Database,
accountId: number,
startingTokens: number
): Promise<Balance[]> {
await ensureStartingBalances(db, accountId, startingTokens)
const { results } = await db
.prepare(
'SELECT currency_type, amount FROM balance WHERE account_id = ?1 ORDER BY currency_type'
)
.bind(accountId)
.all<{ currency_type: number; amount: number }>()
return results.map((r) => ({ currencyType: r.currency_type, amount: r.amount }))
}
/** An account's balance in one currency; 0 when they hold none. */
export async function getBalance(
db: D1Database,
accountId: number,
currencyType: number,
startingTokens: number
): Promise<number> {
await ensureStartingBalances(db, accountId, startingTokens)
const row = await db
.prepare('SELECT amount FROM balance WHERE account_id = ?1 AND currency_type = ?2')
.bind(accountId, currencyType)
.first<{ amount: number }>()
return row?.amount ?? 0
}
/**
* Add `amount` to a balance (a faucet: rewards, gifts, refunds), creating the row when
* the account has none. Returns the new balance.
*
* `amount` must be positive — spending goes through `spendCurrency`, which is the only
* path that checks funds. A negative amount here would silently overdraw.
*/
export async function creditCurrency(
db: D1Database,
accountId: number,
currencyType: number,
amount: number,
startingTokens: number
): Promise<number> {
if (!Number.isInteger(amount) || amount <= 0) {
throw new Error(`creditCurrency: amount must be a positive integer, got ${amount}`)
}
await db
.prepare(
`INSERT INTO balance (account_id, currency_type, amount) VALUES (?1, ?2, ?3)
ON CONFLICT (account_id, currency_type) DO UPDATE SET amount = amount + ?3`
)
.bind(accountId, currencyType, amount)
.run()
return getBalance(db, accountId, currencyType, startingTokens)
}
/**
* Spend `amount` of a currency. Returns false — changing nothing — when the account
* can't afford it.
*
* The `amount >= ?3` guard lives in the UPDATE itself, so the check and the debit are
* one atomic statement: two concurrent spends of the same tokens can't both see a
* sufficient balance and both succeed. Never split this into a read-then-write.
*/
export async function spendCurrency(
db: D1Database,
accountId: number,
currencyType: number,
amount: number,
startingTokens: number
): Promise<boolean> {
if (!Number.isInteger(amount) || amount <= 0) {
throw new Error(`spendCurrency: amount must be a positive integer, got ${amount}`)
}
await ensureStartingBalances(db, accountId, startingTokens)
const { meta } = await db
.prepare(
`UPDATE balance SET amount = amount - ?3
WHERE account_id = ?1 AND currency_type = ?2 AND amount >= ?3`
)
.bind(accountId, currencyType, amount)
.run()
return meta.changes > 0
}