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recflare/apps/econ/README.md
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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 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":"<guid>"}]}` | 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.