One leaderboard for every game on the site
The board started inside the lemonade stand because when it was written there was one game. games.jcoffey.dev already treated it as shared -- the compose file calls it "the shared leaderboard" and nginx proxies it at a site-wide /api/ rather than under one game's path -- but it was still one game's code, and a second game would have meant a second container, a second volume and a second thing to back up for every game after that. It is its own repository rather than living in either game, because a shared board belongs to no game. Putting it in the lemonade stand would have made every future game depend on the lemonade stand for its leaderboard, and the games repository's own rule is that what belongs to a game lives in that game's repository. This belongs to none of them. AGPL for the same reason the games are: section 13 is about network services, and this is the network service. One table, and it does not know what a glass of lemonade is: scores(id, game, name, m1, m2, m3, extra, created_at) Three ranked integer columns and a JSON bag, because every board here is sort by a couple of numbers and show a couple more. The registry decides what m1 means for a given game, so adding a game is one file in src/games/ and an import -- never a migration. The generic half is deliberately generic and the knowledge deliberately is not. Generic storage with generic validation would be a wall anybody can write anything on. Each game says what is impossible in its own terms: a stand that earned more than its trading days allow, a hunter carrying six arrows when nobody starts with more than five, a hunter who ran out of arrows and kept some. That is the most a board with no accounts has ever been able to offer, and the README says so rather than implying more. The migration keeps the old table. The volume this mounts holds the only copy of a board real people are on, so on first boot against the old shape the rows are copied across and the original is renamed to scores_lemonade_v1 rather than dropped. A few kilobytes is the difference between a bad migration being an afternoon and being an apology. It runs in one transaction, it is idempotent, and it says what it did in the log. A request with no game is treated as lemonade. That is a compatibility shim rather than a default worth keeping: the deployed lemonade bundle posts no game at all and copies of it are sitting in browsers. It goes once that bundle has been rebuilt long enough ago to be forgotten. 18 tests, including the migration run against a database built to the old schema column for column -- checking the thing that matters, which is that the board comes back out ranked the way it went in.
This commit is contained in:
@@ -0,0 +1,5 @@
|
||||
node_modules
|
||||
data
|
||||
*.db
|
||||
*.db-shm
|
||||
*.db-wal
|
||||
+22
@@ -0,0 +1,22 @@
|
||||
# node:sqlite is built into the runtime and the server runs straight from
|
||||
# TypeScript, so there is no build stage, no compiler and no native module.
|
||||
FROM node:26-alpine
|
||||
|
||||
ENV NODE_ENV=production \
|
||||
PORT=5184 \
|
||||
DB_PATH=/data/scores.db \
|
||||
TRUST_PROXY=1
|
||||
|
||||
WORKDIR /app
|
||||
COPY src ./src
|
||||
|
||||
# The database is the only writable path; everything else can stay read-only.
|
||||
RUN mkdir -p /data && chown -R node:node /data
|
||||
USER node
|
||||
VOLUME ["/data"]
|
||||
EXPOSE 5184
|
||||
|
||||
HEALTHCHECK --interval=30s --timeout=3s --start-period=5s --retries=3 \
|
||||
CMD node -e "fetch('http://127.0.0.1:5184/api/health').then(r=>process.exit(r.ok?0:1)).catch(()=>process.exit(1))"
|
||||
|
||||
CMD ["node", "src/index.ts"]
|
||||
@@ -0,0 +1,661 @@
|
||||
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|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, if you modify the
|
||||
Program, your modified version must prominently offer all users
|
||||
interacting with it remotely through a computer network (if your version
|
||||
supports such interaction) an opportunity to receive the Corresponding
|
||||
Source of your version by providing access to the Corresponding Source
|
||||
from a network server at no charge, through some standard or customary
|
||||
means of facilitating copying of software. This Corresponding Source
|
||||
shall include the Corresponding Source for any work covered by version 3
|
||||
of the GNU General Public License that is incorporated pursuant to the
|
||||
following paragraph.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the work with which it is combined will remain governed by version
|
||||
3 of the GNU General Public License.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU Affero General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU Affero General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU Affero General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU Affero General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If your software can interact with users remotely through a computer
|
||||
network, you should also make sure that it provides a way for users to
|
||||
get its source. For example, if your program is a web application, its
|
||||
interface could display a "Source" link that leads users to an archive
|
||||
of the code. There are many ways you could offer source, and different
|
||||
solutions will be better for different programs; see section 13 for the
|
||||
specific requirements.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU AGPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
@@ -0,0 +1,139 @@
|
||||
# games-scores
|
||||
|
||||
One leaderboard service for every game on [games.jcoffey.dev](https://games.jcoffey.dev).
|
||||
|
||||
A single Node process with SQLite, no build step and no native modules:
|
||||
`node:sqlite` ships with the runtime and Node runs the TypeScript directly.
|
||||
One container and one volume, however many games there are.
|
||||
|
||||
## Why this is its own repository
|
||||
|
||||
The games repository's rule is that anything belonging to a game lives in that
|
||||
game's own repository. A shared board belongs to no game, and putting it in one
|
||||
of them would mean every other game depending on that one for its leaderboard.
|
||||
|
||||
It is AGPL for the same reason the games are: §13 is about network services,
|
||||
and this *is* the network service. Anyone running a modified copy of it for
|
||||
other people has to offer them its source, and each game's own source offer can
|
||||
point here for the board.
|
||||
|
||||
## Adding a game
|
||||
|
||||
One file in `src/games/`, and an import in `src/index.ts`. Nothing else — not
|
||||
the schema, not the routes, not the deployment.
|
||||
|
||||
```ts
|
||||
export const wumpus = register({
|
||||
id: 'wumpus',
|
||||
metrics: [
|
||||
{ key: 'bagged', dir: 'desc' },
|
||||
{ key: 'arrows', dir: 'desc' },
|
||||
{ key: 'roomsWalked', dir: 'asc' },
|
||||
],
|
||||
extras: ['died'],
|
||||
validate(raw) { /* refuse the impossible; return the game's own fields */ },
|
||||
})
|
||||
```
|
||||
|
||||
`metrics` are the ranked columns in ranking order, one to three of them.
|
||||
`extras` are shown but never ranked. Whatever `validate` returns is handed
|
||||
straight back to that game's client under those names, so a game's client never
|
||||
has to know this service is shared.
|
||||
|
||||
## How the storage works
|
||||
|
||||
One table, and it does not know what a glass of lemonade is:
|
||||
|
||||
```
|
||||
scores(id, game, name, m1, m2, m3, extra, created_at)
|
||||
```
|
||||
|
||||
Three ranked integer columns and a JSON bag, because every board here is "sort
|
||||
by a couple of numbers, show a couple more". The registry decides what `m1`
|
||||
means for a given game, so adding a game is never a migration.
|
||||
|
||||
The generic half is deliberately generic and the knowledge is deliberately not.
|
||||
Generic storage *with generic validation* would be a wall anybody can write
|
||||
anything on. Each game says what is impossible in its own terms — a lemonade
|
||||
stand that earned more than its days allow, a hunter carrying six arrows when
|
||||
nobody starts with more than five — and that is the most a board with no
|
||||
accounts has ever been able to offer.
|
||||
|
||||
## API
|
||||
|
||||
| Method | Path | Purpose |
|
||||
| ------ | -------------------------- | ------------------------------------------- |
|
||||
| GET | `/api/health` | liveness, and which games are registered |
|
||||
| GET | `/api/games` | the registered game ids |
|
||||
| GET | `/api/scores?game=<id>` | that game's top 50, best first |
|
||||
| POST | `/api/scores` | submit 1–4 players from one finished run |
|
||||
|
||||
```jsonc
|
||||
// POST /api/scores
|
||||
{ "game": "wumpus",
|
||||
"entries": [ { "name": "ADA", "bagged": 3, "arrows": 2,
|
||||
"roomsWalked": 41, "died": "eaten" } ] }
|
||||
// 201 -> { "game": "wumpus", "ids": ["17"], "scores": [ ...that board... ] }
|
||||
```
|
||||
|
||||
Every entry in a post is validated before any of them is written: a party that
|
||||
half-posts is worse than one that does not post at all.
|
||||
|
||||
### The missing-game shim
|
||||
|
||||
A request with no `game` is treated as `lemonade`. That is a compatibility
|
||||
shim, not a default worth keeping — the deployed lemonade bundle posts no game
|
||||
at all, because when it was built there was only one board, and copies of it
|
||||
are sitting in people's browsers. It can go once that bundle has been rebuilt
|
||||
and redeployed, and not before, or every score set from a cached page lands
|
||||
nowhere.
|
||||
|
||||
## The migration
|
||||
|
||||
The volume this service mounts already held a database, written by lemonade's
|
||||
own scores service, with one table shaped for one game. On first boot against
|
||||
that shape the rows are copied across and **the old table is renamed rather
|
||||
than dropped**, to `scores_lemonade_v1`.
|
||||
|
||||
Renamed, because a leaderboard is the only copy of itself. A few kilobytes is
|
||||
the difference between a bad migration being an afternoon and being an apology
|
||||
to everybody who was on the board. Delete it by hand later, once the new board
|
||||
has been up long enough to be believed.
|
||||
|
||||
It runs in one transaction and it is idempotent — an already-migrated database
|
||||
does not have the old shape — and it says what it did in the log, because a
|
||||
migration nobody notices is a migration nobody notices going wrong.
|
||||
`migrate.test.ts` exercises it against a database built to the old schema
|
||||
column for column, and checks the thing that actually matters: that the board
|
||||
comes back out ranked the way it went in.
|
||||
|
||||
## Running it
|
||||
|
||||
```
|
||||
npm install
|
||||
npm test
|
||||
npm run dev # :5184, database in ./data
|
||||
```
|
||||
|
||||
| Variable | Default | Meaning |
|
||||
| ------------- | ------------------- | ----------------------------------- |
|
||||
| `PORT` | `5184` | listen port |
|
||||
| `DB_PATH` | `./data/scores.db` | SQLite file; the only writable path |
|
||||
| `TRUST_PROXY` | unset | `1` to read `x-forwarded-for` |
|
||||
|
||||
The container runs read-only apart from `/data`, which is a named volume and
|
||||
must survive a redeploy — it is the boards.
|
||||
|
||||
## What a board with no accounts can promise
|
||||
|
||||
Not much, and it is better to say so.
|
||||
|
||||
There are no accounts, no tokens and no replay verification. Anyone who can
|
||||
reach this endpoint can post to it, so **nothing here proves a run happened**.
|
||||
What it does is refuse the impossible, keep names printable and short, and rate
|
||||
limit per address so the database cannot be hammered. Beyond that the honest
|
||||
defence is that there is nothing to win.
|
||||
|
||||
## Licence
|
||||
|
||||
AGPL-3.0-or-later — see [LICENSE](LICENSE). Copyright (C) 2026 John Coffey.
|
||||
Generated
+1646
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"name": "games-scores",
|
||||
"private": true,
|
||||
"version": "1.0.0",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"start": "node src/index.ts",
|
||||
"dev": "node --watch src/index.ts",
|
||||
"test": "vitest run"
|
||||
},
|
||||
"devDependencies": {
|
||||
"vitest": "^3.2.7"
|
||||
},
|
||||
"description": "One leaderboard service for every game on games.jcoffey.dev.",
|
||||
"license": "AGPL-3.0-or-later",
|
||||
"author": "John Coffey"
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
import { cleanName, isInt, register } from '../registry.ts'
|
||||
|
||||
/**
|
||||
* The lemonade stand.
|
||||
*
|
||||
* These bounds came over from the game's own `server/src/validate.ts` when the
|
||||
* board was split out, and they are unchanged. The one thing worth restating
|
||||
* is the reasoning behind the cross-field check: a stand that traded for three
|
||||
* days cannot have earned a hundred dollars, and the simulation's best
|
||||
* possible day is about $12.50, so $25 a day leaves headroom for a run of luck
|
||||
* without leaving room for a typed-in number.
|
||||
*/
|
||||
|
||||
const MAX_CENTS_PER_DAY = 2500
|
||||
const STARTING_ASSETS = 200
|
||||
const MAX_GLASSES_PER_DAY = 400
|
||||
const MAX_DAYS = 365
|
||||
|
||||
export const lemonade = register({
|
||||
id: 'lemonade',
|
||||
// Richest first; a tie goes to whoever did it in fewer days.
|
||||
metrics: [
|
||||
{ key: 'assets', dir: 'desc' },
|
||||
{ key: 'days', dir: 'asc' },
|
||||
],
|
||||
extras: ['glasses', 'broke'],
|
||||
|
||||
validate(raw) {
|
||||
if (typeof raw !== 'object' || raw === null) return { ok: false, why: 'not an object' }
|
||||
const e = raw as Record<string, unknown>
|
||||
|
||||
if (!isInt(e.days, 1, MAX_DAYS)) return { ok: false, why: 'days out of range' }
|
||||
if (!isInt(e.assets, 0, 10_000_00)) return { ok: false, why: 'assets out of range' }
|
||||
if (!isInt(e.glasses, 0, MAX_DAYS * MAX_GLASSES_PER_DAY))
|
||||
return { ok: false, why: 'glasses out of range' }
|
||||
if (typeof e.broke !== 'boolean') return { ok: false, why: 'broke must be a boolean' }
|
||||
|
||||
if (e.assets > STARTING_ASSETS + e.days * MAX_CENTS_PER_DAY)
|
||||
return { ok: false, why: 'assets impossible for that many days' }
|
||||
if (e.glasses > e.days * MAX_GLASSES_PER_DAY)
|
||||
return { ok: false, why: 'glasses impossible for that many days' }
|
||||
|
||||
return {
|
||||
ok: true,
|
||||
entry: {
|
||||
name: cleanName(e.name),
|
||||
assets: e.assets,
|
||||
days: e.days,
|
||||
glasses: e.glasses,
|
||||
broke: e.broke,
|
||||
},
|
||||
}
|
||||
},
|
||||
})
|
||||
@@ -0,0 +1,56 @@
|
||||
import { cleanName, isInt, register } from '../registry.ts'
|
||||
|
||||
/**
|
||||
* Hunt the wumpus.
|
||||
*
|
||||
* Easier to bound than the lemonade stand, because almost nothing in it is
|
||||
* open-ended. You start with five arrows and gain at most one per kill, capped
|
||||
* at five; the four ways a hunt can end are the only four there are; and a
|
||||
* hunter who ran out of arrows cannot have any left. Each of those is a claim
|
||||
* this can check.
|
||||
*/
|
||||
|
||||
const STARTING_ARROWS = 5
|
||||
const MAX_BAGGED = 999
|
||||
const MAX_ROOMS = 100_000
|
||||
|
||||
const DEATHS = new Set(['eaten', 'fell-in-a-pit', 'shot-yourself', 'out-of-arrows'])
|
||||
|
||||
export const wumpus = register({
|
||||
id: 'wumpus',
|
||||
// Most bagged, then arrows they never needed, then rooms they never walked.
|
||||
metrics: [
|
||||
{ key: 'bagged', dir: 'desc' },
|
||||
{ key: 'arrows', dir: 'desc' },
|
||||
{ key: 'roomsWalked', dir: 'asc' },
|
||||
],
|
||||
extras: ['died'],
|
||||
|
||||
validate(raw) {
|
||||
if (typeof raw !== 'object' || raw === null) return { ok: false, why: 'not an object' }
|
||||
const e = raw as Record<string, unknown>
|
||||
|
||||
if (!isInt(e.bagged, 0, MAX_BAGGED)) return { ok: false, why: 'bagged out of range' }
|
||||
if (!isInt(e.arrows, 0, STARTING_ARROWS)) return { ok: false, why: 'arrows out of range' }
|
||||
if (!isInt(e.roomsWalked, 0, MAX_ROOMS)) return { ok: false, why: 'rooms out of range' }
|
||||
if (e.died !== null && (typeof e.died !== 'string' || !DEATHS.has(e.died)))
|
||||
return { ok: false, why: 'unknown ending' }
|
||||
|
||||
// The two fields look independent and are not.
|
||||
if (e.died === 'out-of-arrows' && e.arrows > 0)
|
||||
return { ok: false, why: 'out of arrows with arrows left' }
|
||||
if (e.bagged > 1 && e.roomsWalked === 0)
|
||||
return { ok: false, why: 'bagged more than one without moving' }
|
||||
|
||||
return {
|
||||
ok: true,
|
||||
entry: {
|
||||
name: cleanName(e.name),
|
||||
bagged: e.bagged,
|
||||
arrows: e.arrows,
|
||||
roomsWalked: e.roomsWalked,
|
||||
died: (e.died as string | null) ?? null,
|
||||
},
|
||||
}
|
||||
},
|
||||
})
|
||||
+215
@@ -0,0 +1,215 @@
|
||||
import { createServer, type IncomingMessage, type ServerResponse } from 'node:http'
|
||||
import { DatabaseSync } from 'node:sqlite'
|
||||
import { mkdirSync } from 'node:fs'
|
||||
import { dirname } from 'node:path'
|
||||
import { migrateLemonade } from './migrate.ts'
|
||||
import { known, lookup, type Game } from './registry.ts'
|
||||
import { BOARD_LIMIT, openStore, type Row } from './store.ts'
|
||||
|
||||
// Registering is the import's side effect; the registry is the only index.
|
||||
import './games/lemonade.ts'
|
||||
import './games/wumpus.ts'
|
||||
|
||||
const PORT = Number(process.env.PORT ?? 5184)
|
||||
const DB_PATH = process.env.DB_PATH ?? './data/scores.db'
|
||||
/** Behind nginx the socket address is the proxy, so take the forwarded hop. */
|
||||
const TRUST_PROXY = process.env.TRUST_PROXY === '1'
|
||||
const MAX_BODY_BYTES = 4096
|
||||
const MAX_ENTRIES_PER_POST = 4
|
||||
|
||||
/**
|
||||
* The board that games.jcoffey.dev shares.
|
||||
*
|
||||
* One process, one SQLite file, one container, however many games. Each game
|
||||
* describes its own board in `src/games/`; everything here is the part that
|
||||
* does not vary.
|
||||
*/
|
||||
|
||||
// The migration has to happen before the store creates its own `scores`.
|
||||
mkdirSync(dirname(DB_PATH), { recursive: true })
|
||||
const migration = (() => {
|
||||
const db = new DatabaseSync(DB_PATH)
|
||||
try {
|
||||
return migrateLemonade(db)
|
||||
} finally {
|
||||
db.close()
|
||||
}
|
||||
})()
|
||||
|
||||
const store = openStore(DB_PATH)
|
||||
|
||||
// ---------------------------------------------------------------- throttle
|
||||
|
||||
interface Bucket {
|
||||
count: number
|
||||
resetAt: number
|
||||
}
|
||||
const posts = new Map<string, Bucket>()
|
||||
const POST_WINDOW_MS = 60 * 60 * 1000
|
||||
/*
|
||||
* Per address, per hour, across every game. Generous on purpose: a classroom,
|
||||
* an office or a household all arrive from one address. What keeps rubbish off
|
||||
* the boards is each game's plausibility check, not this -- this only stops
|
||||
* the database being hammered.
|
||||
*/
|
||||
const POST_LIMIT = 120
|
||||
|
||||
function overPostLimit(ip: string): boolean {
|
||||
const now = Date.now()
|
||||
const b = posts.get(ip)
|
||||
if (!b || now > b.resetAt) {
|
||||
posts.set(ip, { count: 1, resetAt: now + POST_WINDOW_MS })
|
||||
return false
|
||||
}
|
||||
b.count += 1
|
||||
return b.count > POST_LIMIT
|
||||
}
|
||||
|
||||
setInterval(() => {
|
||||
const now = Date.now()
|
||||
for (const [ip, b] of posts) if (now > b.resetAt) posts.delete(ip)
|
||||
}, POST_WINDOW_MS).unref()
|
||||
|
||||
function clientIp(req: IncomingMessage): string {
|
||||
if (TRUST_PROXY) {
|
||||
const fwd = req.headers['x-forwarded-for']
|
||||
const first = (Array.isArray(fwd) ? fwd[0] : fwd)?.split(',')[0]?.trim()
|
||||
if (first) return first
|
||||
}
|
||||
return req.socket.remoteAddress ?? 'unknown'
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ replies
|
||||
|
||||
function send(res: ServerResponse, status: number, body: unknown) {
|
||||
res.writeHead(status, {
|
||||
'content-type': 'application/json; charset=utf-8',
|
||||
'cache-control': 'no-store',
|
||||
// Public boards, no cookies and no credentials.
|
||||
'access-control-allow-origin': '*',
|
||||
'access-control-allow-methods': 'GET, POST, OPTIONS',
|
||||
'access-control-allow-headers': 'content-type',
|
||||
'access-control-max-age': '86400',
|
||||
})
|
||||
res.end(JSON.stringify(body))
|
||||
}
|
||||
|
||||
function readBody(req: IncomingMessage): Promise<string> {
|
||||
return new Promise((resolve, reject) => {
|
||||
let size = 0
|
||||
const chunks: Buffer[] = []
|
||||
req.on('data', (c: Buffer) => {
|
||||
size += c.length
|
||||
if (size > MAX_BODY_BYTES) {
|
||||
reject(new Error('body too large'))
|
||||
req.destroy()
|
||||
return
|
||||
}
|
||||
chunks.push(c)
|
||||
})
|
||||
req.on('end', () => resolve(Buffer.concat(chunks).toString('utf8')))
|
||||
req.on('error', reject)
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* Rows go back in the game's own field names, flattened, exactly as its
|
||||
* client already expects them. That is not politeness -- the lemonade stand's
|
||||
* bundle is sitting in people's browsers right now expecting `assets` and
|
||||
* `days`, and it will keep expecting them until it is rebuilt.
|
||||
*/
|
||||
const shape = (rows: Row[]) =>
|
||||
rows.map((r) => ({ id: r.id, name: r.name, at: r.at, ...r.fields }))
|
||||
|
||||
/**
|
||||
* Which game a request is about.
|
||||
*
|
||||
* A missing game means lemonade, and that is a compatibility shim rather than
|
||||
* a default worth keeping: the deployed lemonade client posts no game at all,
|
||||
* because when it was built there was only one board. It can go once that
|
||||
* bundle has been rebuilt and redeployed -- and not before, or every score set
|
||||
* from a cached page lands nowhere.
|
||||
*/
|
||||
function gameFor(explicit: unknown): Game | undefined {
|
||||
if (explicit === undefined || explicit === null || explicit === '') return lookup('lemonade')
|
||||
return lookup(explicit)
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------- routes
|
||||
|
||||
const server = createServer(async (req, res) => {
|
||||
const url = new URL(req.url ?? '/', `http://${req.headers.host ?? 'localhost'}`)
|
||||
const path = url.pathname.replace(/\/+$/, '') || '/'
|
||||
|
||||
if (req.method === 'OPTIONS') return send(res, 204, {})
|
||||
|
||||
if (path === '/api/health') {
|
||||
return send(res, 200, { ok: true, games: known() })
|
||||
}
|
||||
|
||||
if (path === '/api/games' && req.method === 'GET') {
|
||||
return send(res, 200, { games: known() })
|
||||
}
|
||||
|
||||
if (path === '/api/scores' && req.method === 'GET') {
|
||||
const game = gameFor(url.searchParams.get('game') ?? undefined)
|
||||
if (!game) return send(res, 404, { error: 'unknown game' })
|
||||
return send(res, 200, { game: game.id, scores: shape(store.board(game, BOARD_LIMIT)) })
|
||||
}
|
||||
|
||||
if (path === '/api/scores' && req.method === 'POST') {
|
||||
const ip = clientIp(req)
|
||||
if (overPostLimit(ip)) return send(res, 429, { error: 'too many submissions' })
|
||||
|
||||
let parsed: unknown
|
||||
try {
|
||||
parsed = JSON.parse(await readBody(req))
|
||||
} catch {
|
||||
return send(res, 400, { error: 'invalid JSON' })
|
||||
}
|
||||
|
||||
const body = (parsed ?? {}) as { game?: unknown; entries?: unknown }
|
||||
const game = gameFor(body.game)
|
||||
if (!game) return send(res, 404, { error: 'unknown game' })
|
||||
|
||||
const list = Array.isArray(parsed) ? parsed : body.entries
|
||||
if (!Array.isArray(list)) return send(res, 400, { error: 'expected an array of entries' })
|
||||
if (list.length === 0) return send(res, 400, { error: 'no entries' })
|
||||
if (list.length > MAX_ENTRIES_PER_POST) return send(res, 400, { error: 'too many entries' })
|
||||
|
||||
// Validate every entry before writing any of them: a party that half
|
||||
// posts is worse than one that does not post at all.
|
||||
const entries: Record<string, unknown>[] = []
|
||||
for (const item of list) {
|
||||
const check = game.validate(item)
|
||||
if (!check.ok) return send(res, 400, { error: check.why })
|
||||
entries.push(check.entry)
|
||||
}
|
||||
|
||||
const now = Date.now()
|
||||
const ids = entries.map((e) => store.insert(game, e, now))
|
||||
store.prune(game)
|
||||
|
||||
return send(res, 201, { game: game.id, ids, scores: shape(store.board(game, BOARD_LIMIT)) })
|
||||
}
|
||||
|
||||
send(res, 404, { error: 'not found' })
|
||||
})
|
||||
|
||||
server.listen(PORT, () => {
|
||||
if (migration.migrated) {
|
||||
console.log(
|
||||
`[scores] migrated ${migration.rows} lemonade rows; old table kept as ${migration.keptAs}`,
|
||||
)
|
||||
}
|
||||
console.log(`[scores] listening on :${PORT}, db ${DB_PATH}, games: ${known().join(', ')}`)
|
||||
})
|
||||
|
||||
for (const sig of ['SIGINT', 'SIGTERM'] as const) {
|
||||
process.on(sig, () => {
|
||||
server.close(() => {
|
||||
store.close()
|
||||
process.exit(0)
|
||||
})
|
||||
})
|
||||
}
|
||||
@@ -0,0 +1,106 @@
|
||||
import { DatabaseSync } from 'node:sqlite'
|
||||
import { describe, expect, it } from 'vitest'
|
||||
import { migrateLemonade } from './migrate.ts'
|
||||
import { lemonade } from './games/lemonade.ts'
|
||||
import { makeStore } from './store.ts'
|
||||
|
||||
/**
|
||||
* The migration runs exactly once, against the only copy of a board that real
|
||||
* people are on. It is not a thing to find out about in production, so it is
|
||||
* exercised here against a database built to the old shape -- the shape the
|
||||
* lemonade stand's own service created, column for column.
|
||||
*/
|
||||
|
||||
const OLD_SCHEMA = `
|
||||
CREATE TABLE scores (
|
||||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||
name TEXT NOT NULL,
|
||||
assets INTEGER NOT NULL,
|
||||
days INTEGER NOT NULL,
|
||||
glasses INTEGER NOT NULL,
|
||||
seed INTEGER NOT NULL,
|
||||
broke INTEGER NOT NULL,
|
||||
created_at INTEGER NOT NULL
|
||||
);
|
||||
`
|
||||
|
||||
/** A database as the old service would have left it. */
|
||||
function oldDatabase(rows: [string, number, number, number, number, number, number][]) {
|
||||
const db = new DatabaseSync(':memory:')
|
||||
db.exec(OLD_SCHEMA)
|
||||
const insert = db.prepare(
|
||||
`INSERT INTO scores (name, assets, days, glasses, seed, broke, created_at)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?)`,
|
||||
)
|
||||
for (const r of rows) insert.run(...r)
|
||||
return db
|
||||
}
|
||||
|
||||
const SAMPLE: [string, number, number, number, number, number, number][] = [
|
||||
// name, assets, days, glasses, seed, broke, created_at
|
||||
['ADA', 4635, 12, 800, 111, 0, 1_700_000_000_000],
|
||||
['GRACE', 4635, 9, 640, 222, 0, 1_700_000_001_000],
|
||||
['ALAN', 120, 4, 90, 333, 1, 1_700_000_002_000],
|
||||
]
|
||||
|
||||
describe('bringing the lemonade board across', () => {
|
||||
it('moves every row', () => {
|
||||
const db = oldDatabase(SAMPLE)
|
||||
const result = migrateLemonade(db)
|
||||
expect(result.migrated).toBe(true)
|
||||
expect(result.rows).toBe(SAMPLE.length)
|
||||
|
||||
const count = db.prepare(`SELECT COUNT(*) AS n FROM scores`).get() as { n: number }
|
||||
expect(count.n).toBe(SAMPLE.length)
|
||||
})
|
||||
|
||||
it('files them all under lemonade', () => {
|
||||
const db = oldDatabase(SAMPLE)
|
||||
migrateLemonade(db)
|
||||
const games = db.prepare(`SELECT DISTINCT game FROM scores`).all() as { game: string }[]
|
||||
expect(games.map((g) => g.game)).toEqual(['lemonade'])
|
||||
})
|
||||
|
||||
/**
|
||||
* The point of the whole exercise: the board has to come back out ranked
|
||||
* the way it went in. GRACE and ADA are tied on assets, and GRACE took
|
||||
* fewer days, so GRACE was above ADA before and must be above ADA after.
|
||||
*/
|
||||
it('keeps the order the board was already in', () => {
|
||||
const db = oldDatabase(SAMPLE)
|
||||
migrateLemonade(db)
|
||||
// The real reader, over the migrated database.
|
||||
const board = makeStore(db).board(lemonade)
|
||||
expect(board.map((r) => r.name)).toEqual(['GRACE', 'ADA', 'ALAN'])
|
||||
})
|
||||
|
||||
it('hands the fields back under the names the client expects', () => {
|
||||
const db = oldDatabase(SAMPLE)
|
||||
migrateLemonade(db)
|
||||
const [top] = makeStore(db).board(lemonade)
|
||||
expect(top!.fields).toEqual({ assets: 4635, days: 9, glasses: 640, broke: false })
|
||||
})
|
||||
|
||||
/** Nothing is thrown away; the old table is still there under a new name. */
|
||||
it('keeps the old table rather than dropping it', () => {
|
||||
const db = oldDatabase(SAMPLE)
|
||||
const result = migrateLemonade(db)
|
||||
expect(result.keptAs).toBe('scores_lemonade_v1')
|
||||
const kept = db.prepare(`SELECT COUNT(*) AS n FROM scores_lemonade_v1`).get() as { n: number }
|
||||
expect(kept.n).toBe(SAMPLE.length)
|
||||
})
|
||||
|
||||
it('does nothing to a database that has already been migrated', () => {
|
||||
const db = oldDatabase(SAMPLE)
|
||||
migrateLemonade(db)
|
||||
const again = migrateLemonade(db)
|
||||
expect(again.migrated).toBe(false)
|
||||
const count = db.prepare(`SELECT COUNT(*) AS n FROM scores`).get() as { n: number }
|
||||
expect(count.n).toBe(SAMPLE.length)
|
||||
})
|
||||
|
||||
it('does nothing to a database that was never the old shape', () => {
|
||||
const db = new DatabaseSync(':memory:')
|
||||
expect(migrateLemonade(db).migrated).toBe(false)
|
||||
})
|
||||
})
|
||||
+108
@@ -0,0 +1,108 @@
|
||||
import type { DatabaseSync } from 'node:sqlite'
|
||||
|
||||
/**
|
||||
* Bringing the lemonade stand's board across.
|
||||
*
|
||||
* The volume this service mounts already holds a database, and it holds real
|
||||
* scores that real people set. It was written by the game's own scores
|
||||
* service, which had one table shaped for one game:
|
||||
*
|
||||
* scores(id, name, assets, days, glasses, seed, broke, created_at)
|
||||
*
|
||||
* This service wants the generic shape instead. So on the first boot against
|
||||
* an old database, the rows are copied across and the old table is *renamed
|
||||
* rather than dropped*.
|
||||
*
|
||||
* Renamed, because the whole point of a leaderboard is that it is the only
|
||||
* copy. `scores_lemonade_v1` costs a few kilobytes and is the difference
|
||||
* between a bad migration being an afternoon and being a shrug and an apology
|
||||
* to everybody who was on the board. Delete it by hand, later, once the new
|
||||
* board has been up long enough to be believed.
|
||||
*
|
||||
* Idempotent: it looks for the old shape, and an already-migrated database
|
||||
* does not have it.
|
||||
*/
|
||||
|
||||
const OLD = 'scores'
|
||||
const KEPT = 'scores_lemonade_v1'
|
||||
|
||||
interface TableInfo {
|
||||
name: string
|
||||
}
|
||||
|
||||
const tables = (db: DatabaseSync): string[] =>
|
||||
(db.prepare(`SELECT name FROM sqlite_master WHERE type = 'table'`).all() as TableInfo[]).map(
|
||||
(t) => t.name,
|
||||
)
|
||||
|
||||
const columns = (db: DatabaseSync, table: string): string[] =>
|
||||
(db.prepare(`PRAGMA table_info(${table})`).all() as { name: string }[]).map((c) => c.name)
|
||||
|
||||
/** The old table is the one with `assets` in it and no `game`. */
|
||||
function needsMigrating(db: DatabaseSync): boolean {
|
||||
if (!tables(db).includes(OLD)) return false
|
||||
const cols = columns(db, OLD)
|
||||
return cols.includes('assets') && !cols.includes('game')
|
||||
}
|
||||
|
||||
export interface MigrationResult {
|
||||
migrated: boolean
|
||||
rows: number
|
||||
keptAs?: string
|
||||
}
|
||||
|
||||
/**
|
||||
* Must run before the new schema is created, because both want the name
|
||||
* `scores`. Returns what it did so the caller can say so in the log -- a
|
||||
* migration that happens silently is one nobody notices went wrong.
|
||||
*/
|
||||
export function migrateLemonade(db: DatabaseSync): MigrationResult {
|
||||
if (!needsMigrating(db)) return { migrated: false, rows: 0 }
|
||||
|
||||
const old = db
|
||||
.prepare(`SELECT id, name, assets, days, glasses, broke, created_at FROM ${OLD}`)
|
||||
.all() as Record<string, unknown>[]
|
||||
|
||||
// One transaction: either every score comes across or the old table is
|
||||
// still sitting there untouched under its original name.
|
||||
db.exec('BEGIN')
|
||||
try {
|
||||
db.exec(`ALTER TABLE ${OLD} RENAME TO ${KEPT}`)
|
||||
db.exec(`
|
||||
CREATE TABLE scores (
|
||||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||
game TEXT NOT NULL,
|
||||
name TEXT NOT NULL,
|
||||
m1 INTEGER NOT NULL,
|
||||
m2 INTEGER,
|
||||
m3 INTEGER,
|
||||
extra TEXT NOT NULL DEFAULT '{}',
|
||||
created_at INTEGER NOT NULL
|
||||
);
|
||||
`)
|
||||
|
||||
const insert = db.prepare(
|
||||
`INSERT INTO scores (game, name, m1, m2, m3, extra, created_at)
|
||||
VALUES ('lemonade', ?, ?, ?, NULL, ?, ?)`,
|
||||
)
|
||||
for (const r of old) {
|
||||
// m1 = assets, m2 = days: the order the lemonade board has always
|
||||
// ranked in. glasses and broke were shown, never ranked, so they go in
|
||||
// the bag. `seed` is dropped -- it was recorded and never read back,
|
||||
// and a migration is the right moment to stop carrying it.
|
||||
insert.run(
|
||||
String(r.name),
|
||||
Number(r.assets),
|
||||
Number(r.days),
|
||||
JSON.stringify({ glasses: Number(r.glasses), broke: r.broke === 1 }),
|
||||
Number(r.created_at),
|
||||
)
|
||||
}
|
||||
db.exec('COMMIT')
|
||||
} catch (err) {
|
||||
db.exec('ROLLBACK')
|
||||
throw err
|
||||
}
|
||||
|
||||
return { migrated: true, rows: old.length, keptAs: KEPT }
|
||||
}
|
||||
@@ -0,0 +1,78 @@
|
||||
/**
|
||||
* What the service knows about each game.
|
||||
*
|
||||
* The storage is deliberately generic and the knowledge is deliberately not.
|
||||
* Every board ranks on a small number of integers and shows a few more, so
|
||||
* rows are stored as three ranked columns and a bag of extras -- but *which*
|
||||
* integers, which direction they rank, what is plausible and what the client
|
||||
* expects them called are all per-game, and all of it lives here.
|
||||
*
|
||||
* A board with no accounts cannot prove a score is real. What it can do is
|
||||
* refuse the impossible, and "impossible" is a fact about a particular game.
|
||||
* Generic storage with no game-specific validation would be a wall anybody can
|
||||
* write anything on; this is a wall anybody can write *plausible* things on,
|
||||
* which is the most a leaderboard like this has ever offered.
|
||||
*/
|
||||
|
||||
export type Direction = 'desc' | 'asc'
|
||||
|
||||
/** One ranked column: where it comes from, and which way is better. */
|
||||
export interface Metric {
|
||||
/** The field name the game's own client uses. */
|
||||
key: string
|
||||
dir: Direction
|
||||
}
|
||||
|
||||
export interface Game {
|
||||
id: string
|
||||
/**
|
||||
* Up to three, in ranking order. Ties beyond the last are broken by which
|
||||
* arrived first, which is the only fair answer left.
|
||||
*/
|
||||
metrics: Metric[]
|
||||
/**
|
||||
* Check one submitted entry and return it in the game's own field names,
|
||||
* or say why not. Everything it returns is trusted from then on, so this is
|
||||
* the only place hostile input stops being hostile.
|
||||
*/
|
||||
validate(raw: unknown): { ok: true; entry: Record<string, unknown> } | { ok: false; why: string }
|
||||
/**
|
||||
* Fields kept for display but never ranked on. Whatever `validate` returned
|
||||
* under these names is stored as JSON and handed straight back.
|
||||
*/
|
||||
extras: string[]
|
||||
}
|
||||
|
||||
const registry = new Map<string, Game>()
|
||||
|
||||
export function register(game: Game): Game {
|
||||
if (game.metrics.length < 1 || game.metrics.length > 3) {
|
||||
throw new Error(`${game.id}: a board ranks on one to three columns`)
|
||||
}
|
||||
registry.set(game.id, game)
|
||||
return game
|
||||
}
|
||||
|
||||
export const lookup = (id: unknown): Game | undefined =>
|
||||
typeof id === 'string' ? registry.get(id) : undefined
|
||||
|
||||
export const known = (): string[] => [...registry.keys()].sort()
|
||||
|
||||
// ---------------------------------------------------------------- helpers
|
||||
|
||||
export const isInt = (v: unknown, lo: number, hi: number): v is number =>
|
||||
typeof v === 'number' && Number.isInteger(v) && v >= lo && v <= hi
|
||||
|
||||
export const NAME_MAX = 12
|
||||
|
||||
/** Printable, uppercase, and short enough to fit any of the boards. */
|
||||
export function cleanName(raw: unknown): string {
|
||||
if (typeof raw !== 'string') return 'ANON'
|
||||
const cleaned = raw
|
||||
.toUpperCase()
|
||||
.replace(/[^A-Z0-9 .'-]/g, '')
|
||||
.replace(/\s+/g, ' ')
|
||||
.trim()
|
||||
.slice(0, NAME_MAX)
|
||||
return cleaned || 'ANON'
|
||||
}
|
||||
@@ -0,0 +1,116 @@
|
||||
import { DatabaseSync } from 'node:sqlite'
|
||||
import { describe, expect, it } from 'vitest'
|
||||
import { lemonade } from './games/lemonade.ts'
|
||||
import { wumpus } from './games/wumpus.ts'
|
||||
import { known, lookup } from './registry.ts'
|
||||
import { makeStore } from './store.ts'
|
||||
|
||||
const store = () => makeStore(new DatabaseSync(':memory:'))
|
||||
const NOW = 1_700_000_000_000
|
||||
|
||||
describe('the registry', () => {
|
||||
it('knows both games and nothing else', () => {
|
||||
expect(known()).toEqual(['lemonade', 'wumpus'])
|
||||
expect(lookup('wumpus')).toBe(wumpus)
|
||||
expect(lookup('doom')).toBeUndefined()
|
||||
expect(lookup(42)).toBeUndefined()
|
||||
})
|
||||
})
|
||||
|
||||
/**
|
||||
* One table, several boards. The thing that would be embarrassing is a game
|
||||
* seeing another game's rows, or ranking them by its own rules, so that is
|
||||
* what these check.
|
||||
*/
|
||||
describe('keeping the boards apart', () => {
|
||||
it('never shows one game another game’s rows', () => {
|
||||
const s = store()
|
||||
s.insert(lemonade, { name: 'ADA', assets: 4000, days: 9, glasses: 500, broke: false }, NOW)
|
||||
s.insert(wumpus, { name: 'GRACE', bagged: 3, arrows: 4, roomsWalked: 22, died: null }, NOW)
|
||||
|
||||
expect(s.board(lemonade).map((r) => r.name)).toEqual(['ADA'])
|
||||
expect(s.board(wumpus).map((r) => r.name)).toEqual(['GRACE'])
|
||||
})
|
||||
|
||||
it('ranks each board by its own rules', () => {
|
||||
const s = store()
|
||||
// Lemonade: richest first, then fewest days.
|
||||
s.insert(lemonade, { name: 'A', assets: 100, days: 3, glasses: 10, broke: false }, NOW)
|
||||
s.insert(lemonade, { name: 'B', assets: 900, days: 9, glasses: 10, broke: false }, NOW)
|
||||
s.insert(lemonade, { name: 'C', assets: 900, days: 4, glasses: 10, broke: false }, NOW)
|
||||
expect(s.board(lemonade).map((r) => r.name)).toEqual(['C', 'B', 'A'])
|
||||
|
||||
// Wumpus: most bagged, then most arrows left, then fewest rooms.
|
||||
s.insert(wumpus, { name: 'X', bagged: 1, arrows: 5, roomsWalked: 2, died: null }, NOW)
|
||||
s.insert(wumpus, { name: 'Y', bagged: 4, arrows: 1, roomsWalked: 90, died: 'eaten' }, NOW)
|
||||
s.insert(wumpus, { name: 'Z', bagged: 4, arrows: 1, roomsWalked: 40, died: 'eaten' }, NOW)
|
||||
expect(s.board(wumpus).map((r) => r.name)).toEqual(['Z', 'Y', 'X'])
|
||||
})
|
||||
|
||||
it('trims one board without touching the other', () => {
|
||||
const s = store()
|
||||
s.insert(lemonade, { name: 'KEEP', assets: 9000, days: 2, glasses: 10, broke: false }, NOW)
|
||||
for (let i = 0; i < 3; i++) {
|
||||
s.insert(wumpus, { name: `W${i}`, bagged: i, arrows: 1, roomsWalked: 5, died: null }, NOW)
|
||||
}
|
||||
s.prune(wumpus)
|
||||
expect(s.board(lemonade).map((r) => r.name)).toEqual(['KEEP'])
|
||||
})
|
||||
|
||||
it('gives every field back under the name its client uses', () => {
|
||||
const s = store()
|
||||
s.insert(wumpus, { name: 'ADA', bagged: 3, arrows: 2, roomsWalked: 41, died: 'eaten' }, NOW)
|
||||
expect(s.board(wumpus)[0]!.fields).toEqual({
|
||||
bagged: 3,
|
||||
arrows: 2,
|
||||
roomsWalked: 41,
|
||||
died: 'eaten',
|
||||
})
|
||||
})
|
||||
})
|
||||
|
||||
describe('what each game will accept', () => {
|
||||
it('refuses a lemonade stand that earned more than it could have', () => {
|
||||
const v = lemonade.validate({ name: 'X', assets: 100000, days: 2, glasses: 10, broke: false })
|
||||
expect(v.ok).toBe(false)
|
||||
})
|
||||
|
||||
it('refuses a hunter with more arrows than anyone starts with', () => {
|
||||
const v = wumpus.validate({ name: 'X', bagged: 0, arrows: 6, roomsWalked: 5, died: null })
|
||||
expect(v.ok).toBe(false)
|
||||
})
|
||||
|
||||
it('refuses a hunter who ran out of arrows and kept some', () => {
|
||||
const v = wumpus.validate({
|
||||
name: 'X',
|
||||
bagged: 0,
|
||||
arrows: 3,
|
||||
roomsWalked: 5,
|
||||
died: 'out-of-arrows',
|
||||
})
|
||||
expect(v.ok).toBe(false)
|
||||
})
|
||||
|
||||
it('refuses an ending the game cannot produce', () => {
|
||||
const v = wumpus.validate({ name: 'X', bagged: 0, arrows: 1, roomsWalked: 5, died: 'ascended' })
|
||||
expect(v.ok).toBe(false)
|
||||
})
|
||||
|
||||
it('cleans a name rather than refusing it', () => {
|
||||
const v = wumpus.validate({
|
||||
name: ' <script>ada</script> ',
|
||||
bagged: 0,
|
||||
arrows: 1,
|
||||
roomsWalked: 5,
|
||||
died: null,
|
||||
})
|
||||
expect(v.ok).toBe(true)
|
||||
// Both tags contribute their letters, and then it is cut to twelve.
|
||||
expect(v.ok && v.entry.name).toBe('SCRIPTADASCR')
|
||||
})
|
||||
|
||||
it('falls back to ANON rather than storing nothing', () => {
|
||||
const v = wumpus.validate({ name: '!!!', bagged: 0, arrows: 1, roomsWalked: 5, died: null })
|
||||
expect(v.ok && v.entry.name).toBe('ANON')
|
||||
})
|
||||
})
|
||||
+136
@@ -0,0 +1,136 @@
|
||||
import { DatabaseSync } from 'node:sqlite'
|
||||
import { mkdirSync } from 'node:fs'
|
||||
import { dirname } from 'node:path'
|
||||
import type { Game } from './registry.ts'
|
||||
|
||||
/**
|
||||
* One table for every board.
|
||||
*
|
||||
* Three ranked integer columns and a JSON bag, because every leaderboard here
|
||||
* is "sort by a couple of numbers, show a couple more". Storing each game's
|
||||
* fields under their own names would mean a migration every time a game is
|
||||
* added; storing them positionally means the registry decides what m1 is and
|
||||
* the database never has to care.
|
||||
*
|
||||
* `m3` is nullable: a game that ranks on two columns leaves it empty, and
|
||||
* SQLite sorts NULLs consistently within a single game's rows because they are
|
||||
* either all null or none are.
|
||||
*/
|
||||
|
||||
export interface Row {
|
||||
id: string
|
||||
name: string
|
||||
at: number
|
||||
/** The game's own field names, ready to hand back to its client. */
|
||||
fields: Record<string, unknown>
|
||||
}
|
||||
|
||||
/** Rows kept per game. The board only ever shows the top of this. */
|
||||
const KEEP_ROWS = 500
|
||||
export const BOARD_LIMIT = 50
|
||||
|
||||
/** Open a file. The service does this once, at boot. */
|
||||
export function openStore(dbPath: string) {
|
||||
mkdirSync(dirname(dbPath), { recursive: true })
|
||||
return makeStore(new DatabaseSync(dbPath))
|
||||
}
|
||||
|
||||
/**
|
||||
* The reader and writer, over a handle somebody else opened.
|
||||
*
|
||||
* Split out from `openStore` so tests can point it at a database they built
|
||||
* themselves -- in particular the one the migration has just finished with.
|
||||
* A test that reimplemented the ordering to check the ordering would pass
|
||||
* whether or not this file was right, which is no test at all.
|
||||
*/
|
||||
export function makeStore(db: DatabaseSync) {
|
||||
db.exec(`
|
||||
PRAGMA journal_mode = WAL;
|
||||
CREATE TABLE IF NOT EXISTS scores (
|
||||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||
game TEXT NOT NULL,
|
||||
name TEXT NOT NULL,
|
||||
m1 INTEGER NOT NULL,
|
||||
m2 INTEGER,
|
||||
m3 INTEGER,
|
||||
extra TEXT NOT NULL DEFAULT '{}',
|
||||
created_at INTEGER NOT NULL
|
||||
);
|
||||
CREATE INDEX IF NOT EXISTS scores_game ON scores (game, created_at);
|
||||
`)
|
||||
|
||||
/**
|
||||
* `ORDER BY` is built from the game rather than parameterised, because a
|
||||
* column name and a direction cannot be bound as parameters. Nothing from a
|
||||
* request reaches it: the directions come from a literal union and the
|
||||
* column names are the fixed strings m1/m2/m3, so the only thing the caller
|
||||
* influences is *which registered game*, and an unregistered one never gets
|
||||
* this far.
|
||||
*/
|
||||
const orderFor = (game: Game): string => {
|
||||
const cols = game.metrics
|
||||
.map((m, i) => `m${i + 1} ${m.dir === 'desc' ? 'DESC' : 'ASC'}`)
|
||||
.join(', ')
|
||||
return `${cols}, created_at ASC`
|
||||
}
|
||||
|
||||
const toRow = (game: Game, r: Record<string, unknown>): Row => {
|
||||
const fields: Record<string, unknown> = {}
|
||||
game.metrics.forEach((m, i) => {
|
||||
fields[m.key] = r[`m${i + 1}`] as number
|
||||
})
|
||||
// Anything that was only ever for display comes back out of the bag.
|
||||
const extra = JSON.parse(String(r.extra ?? '{}')) as Record<string, unknown>
|
||||
for (const key of game.extras) fields[key] = extra[key] ?? null
|
||||
return { id: String(r.id), name: r.name as string, at: r.created_at as number, fields }
|
||||
}
|
||||
|
||||
return {
|
||||
db,
|
||||
|
||||
board(game: Game, limit = BOARD_LIMIT): Row[] {
|
||||
const rows = db
|
||||
.prepare(
|
||||
`SELECT id, name, m1, m2, m3, extra, created_at
|
||||
FROM scores WHERE game = ? ORDER BY ${orderFor(game)} LIMIT ?`,
|
||||
)
|
||||
.all(game.id, limit) as Record<string, unknown>[]
|
||||
return rows.map((r) => toRow(game, r))
|
||||
},
|
||||
|
||||
insert(game: Game, entry: Record<string, unknown>, now: number): string {
|
||||
const m = game.metrics.map((metric) => entry[metric.key] as number)
|
||||
const extra: Record<string, unknown> = {}
|
||||
for (const key of game.extras) extra[key] = entry[key] ?? null
|
||||
|
||||
const info = db
|
||||
.prepare(
|
||||
`INSERT INTO scores (game, name, m1, m2, m3, extra, created_at)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?)`,
|
||||
)
|
||||
.run(
|
||||
game.id,
|
||||
String(entry.name),
|
||||
m[0]!,
|
||||
m[1] ?? null,
|
||||
m[2] ?? null,
|
||||
JSON.stringify(extra),
|
||||
now,
|
||||
)
|
||||
return String(info.lastInsertRowid)
|
||||
},
|
||||
|
||||
/** Trim one game's rows without touching anybody else's. */
|
||||
prune(game: Game): void {
|
||||
db.prepare(
|
||||
`DELETE FROM scores WHERE game = ? AND id NOT IN (
|
||||
SELECT id FROM scores WHERE game = ? ORDER BY ${orderFor(game)} LIMIT ?
|
||||
)`,
|
||||
).run(game.id, game.id, KEEP_ROWS)
|
||||
},
|
||||
|
||||
close: () => db.close(),
|
||||
}
|
||||
}
|
||||
|
||||
export type Store = ReturnType<typeof openStore>
|
||||
Reference in New Issue
Block a user