Hashed seat tokens, ledgered inputs, refusable moves, disk-checked codes, host-only bots, and a drift script

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
This commit is contained in:
Eric Wagoner
2026-09-23 12:07:53 -04:00
co-authored by Claude Fable 5.1
parent ddb18cb08a
commit c934bbe434
12 changed files with 173 additions and 47 deletions
+44
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@@ -0,0 +1,44 @@
// One-time migration: replace each seat line's raw token with its SHA-256,
// so no ledger on disk or in a backup holds a live seat key. Idempotent; a
// line already hashed is left alone. Run ON the droplet from the server
// directory (tsx is installed there):
// cd /opt/__SLUG__/app/server && npx tsx ../deploy/hash-tokens.ts /var/lib/__SLUG__/rooms
// Browsers keep their raw tokens; the server hashes what they send and
// compares, so nobody loses a seat.
import { createHash } from 'node:crypto';
import { readdirSync, readFileSync, renameSync, statSync, writeFileSync, chownSync } from 'node:fs';
import { join } from 'node:path';
const dir = process.argv[2];
if (!dir) {
console.error('usage: hash-tokens.ts <ledger-dir>');
process.exit(2);
}
let files = 0;
let lines = 0;
for (const file of readdirSync(dir).filter((f) => f.endsWith('.jsonl'))) {
const path = join(dir, file);
const raw = readFileSync(path, 'utf8');
let changed = 0;
const out = raw
.split('\n')
.map((line) => {
if (!line.trim()) return line;
const entry = JSON.parse(line) as Record<string, unknown>;
if (entry.t !== 'seat' || typeof entry.token !== 'string') return line;
const { token, ...rest } = entry;
changed += 1;
return JSON.stringify({ ...rest, tokenHash: token ? createHash('sha256').update(token).digest('hex') : '' });
})
.join('\n');
if (!changed) continue;
const { uid, gid } = statSync(path);
writeFileSync(path + '.tmp', out);
chownSync(path + '.tmp', uid, gid);
renameSync(path + '.tmp', path);
files += 1;
lines += changed;
}
console.log(`${files} ledger${files === 1 ? '' : 's'} rewritten, ${lines} seat line${lines === 1 ? '' : 's'} hashed`);
+3 -4
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@@ -13,7 +13,6 @@ import type { SeatId } from '../src/lib/game/spec';
interface Seat {
id: SeatId;
name: string;
token: string;
bot: boolean;
}
@@ -52,9 +51,9 @@ async function main(): Promise<void> {
}
const outcome = state ? game.over(state) : null;
let verdict = state ? `${turns} turns, ${outcome ? 'over' : 'in play'}` : 'not started';
const human = seats.find((s) => !s.bot);
if (host && state && human) {
const res = await fetch(`${host}/api/rooms/${code}?token=${encodeURIComponent(human.token)}`);
if (host && state) {
// The gallery's view carries the round and the outcome, which is all the comparison needs.
const res = await fetch(`${host}/api/rooms/${code}`);
if (!res.ok) {
verdict += `, server ${res.status}`;
} else {
+5 -5
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@@ -3,7 +3,7 @@
//
// POST /api/rooms {name, size?} create a room and take seat A
// POST /api/rooms/:id/join {name} take the next seat
// POST /api/rooms/:id/bot {token} seat a bot (any seated player may, before the game begins)
// POST /api/rooms/:id/bot {token} the host seats a bot, before the game begins
// POST /api/rooms/:id/begin {token} the host begins with the players seated so far
// POST /api/rooms/:id/unseat {token, seat} the host sends a bot away before the game begins
// GET /api/rooms/:id?token= the view for that seat; without a token, the gallery's view
@@ -171,8 +171,8 @@ async function handle(req: IncomingMessage, res: ServerResponse): Promise<void>
if (parts.length === 2 && req.method === 'POST') {
if (!doors.allow(clientOf(req))) throw new RoomError('Too many rooms opened from here just now; try again later.', 429);
const body = await readBody(req);
const { room, seat } = rooms.create(String(body.name ?? ''), Number(body.size ?? game.minSeats));
return send(res, 201, { seat: seat.id, token: seat.token, view: rooms.view(room, seat.id) });
const { room, seat, token } = rooms.create(String(body.name ?? ''), Number(body.size ?? game.minSeats));
return send(res, 201, { seat: seat.id, token, view: rooms.view(room, seat.id) });
}
const room = rooms.get(parts[2] ?? '');
@@ -187,8 +187,8 @@ async function handle(req: IncomingMessage, res: ServerResponse): Promise<void>
const token = typeof body.token === 'string' && body.token ? body.token : undefined;
if (action === 'join') {
if (!doors.allow(clientOf(req))) throw new RoomError('Too many seats taken from here just now; try again later.', 429);
const seat = rooms.join(room, String(body.name ?? ''));
return send(res, 200, { seat: seat.id, token: seat.token, view: rooms.view(room, seat.id) });
const { seat, token: minted } = rooms.join(room, String(body.name ?? ''));
return send(res, 200, { seat: seat.id, token: minted, view: rooms.view(room, seat.id) });
}
if (action === 'bot') {
rooms.addBot(room, token);
+35 -22
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@@ -4,7 +4,7 @@
// then the round resolves at once, bots included. Nothing here knows the
// game beyond the GameSpec it is given.
import { randomBytes } from 'node:crypto';
import { createHash, randomBytes, timingSafeEqual } from 'node:crypto';
import { SPECTATOR, type GameSpec, type SeatId } from '../../src/lib/game/spec';
import type { ChatLine, RoomView } from '../../src/lib/net/view';
import type { LedgerLine, Store } from './store';
@@ -17,10 +17,15 @@ export { SPECTATOR };
export interface Seat {
id: SeatId;
name: string;
token: string;
/** SHA-256 of the seat's token, hex; empty for a bot. */
tokenHash: string;
bot: boolean;
}
export function hashToken(token: string): string {
return createHash('sha256').update(token).digest('hex');
}
export interface Room<State> {
id: string;
size: number;
@@ -122,28 +127,29 @@ export class Rooms<State, Input> {
return this.rooms.size;
}
/** The seat a token unlocks. */
/** The seat a token unlocks, compared by hash in constant time. */
seatOf(room: Room<State>, token: string | undefined): Seat {
const seat = room.seats.find((s) => !s.bot && s.token === token);
if (!token) throw new RoomError('That token opens no seat at this game.', 403);
const given = Buffer.from(hashToken(token), 'hex');
const seat = room.seats.find((s) => !s.bot && s.tokenHash.length === given.length * 2 && timingSafeEqual(Buffer.from(s.tokenHash, 'hex'), given));
if (!seat) throw new RoomError('That token opens no seat at this game.', 403);
return seat;
}
create(name: string, size: number): { room: Room<State>; seat: Seat } {
create(name: string, size: number): { room: Room<State>; seat: Seat; token: string } {
const { minSeats } = this.game;
if (!Number.isInteger(size) || size < minSeats || size > this.maxSeats) {
throw new RoomError(`A table seats ${minSeats} to ${this.maxSeats} players.`);
}
let id = newCode();
while (this.rooms.has(id)) id = newCode();
while (this.rooms.has(id) || this.store.exists(id)) id = newCode();
const room: Room<State> = { id, size, createdAt: Date.now(), seats: [], state: null, pending: {}, chat: [], seq: 0, updatedAt: Date.now() };
this.rooms.set(id, room);
this.commit(room, { t: 'room', id, seats: size, createdAt: room.createdAt });
const seat = this.sit(room, name, false);
return { room, seat };
return { room, ...this.sit(room, name, false) };
}
join(room: Room<State>, name: string): Seat {
join(room: Room<State>, name: string): { seat: Seat; token: string } {
if (room.state) throw new RoomError('The game has begun; no more seats are taken.', 409);
return this.sit(room, name, false);
}
@@ -157,23 +163,27 @@ export class Rooms<State, Input> {
this.commit(room, { t: 'start', seed: newSeed(), rules: this.game.currentRules });
}
/** The host seats a bot in an empty chair. */
addBot(room: Room<State>, token: string | undefined): Seat {
this.seatOf(room, token);
const host = this.seatOf(room, token);
if (host.id !== room.seats[0]?.id) throw new RoomError('Only the player who opened the table may seat a bot.', 403);
if (room.state) throw new RoomError('The game has begun; no more seats are taken.', 409);
const taken = new Set(room.seats.map((s) => s.name.toLowerCase()));
const pool = this.game.botNames.filter((n) => !taken.has(n.toLowerCase()));
const name = pool[Math.floor(Math.random() * pool.length)] ?? 'The Construct';
return this.sit(room, name, true);
return this.sit(room, name, true).seat;
}
private sit(room: Room<State>, rawName: string, bot: boolean): Seat {
/** Take the next free seat. The token is returned once and never stored; the ledger keeps its hash. */
private sit(room: Room<State>, rawName: string, bot: boolean): { seat: Seat; token: string } {
if (room.seats.length >= room.size) throw new RoomError('Every seat at this table is taken.', 409);
const name = cleanName(rawName);
if (room.seats.some((s) => s.name.toLowerCase() === name.toLowerCase())) throw new RoomError('Another player here already has that name.', 409);
const id = this.game.seatIds.find((s) => !room.seats.some((taken) => taken.id === s))!;
const seat: Seat = { id, name, token: bot ? '' : newId(18), bot };
this.commit(room, { t: 'seat', id: seat.id, name, token: seat.token, bot });
return seat;
const token = bot ? '' : newId(18);
const seat: Seat = { id, name, tokenHash: bot ? '' : hashToken(token), bot };
this.commit(room, { t: 'seat', id: seat.id, name, tokenHash: seat.tokenHash, bot });
return { seat, token };
}
/** The host sends a bot away before the game begins. People leave by not coming back. */
@@ -186,17 +196,17 @@ export class Rooms<State, Input> {
this.commit(room, { t: 'unseat', id: seat.id });
}
/** Record a seat's move; resolve the round once nobody else is awaited. */
/** Record a seat's move on the ledger, so a restart keeps it; resolve the round once nobody else is awaited. */
submit(room: Room<State>, token: string | undefined, raw: unknown): void {
const seat = this.seatOf(room, token);
if (!room.state) throw new RoomError('The game has not begun: seats are still empty.', 409);
if (this.game.over(room.state)) throw new RoomError('The game is over.', 409);
if (!this.waitingOn(room).includes(seat.id)) throw new RoomError('It is not your move.', 409);
room.pending[seat.id] = this.game.cleanInput(raw);
room.updatedAt = Date.now();
room.seq += 1;
const input = this.game.cleanInput(raw);
const why = this.game.validate?.(room.state, seat.id, input);
if (why) throw new RoomError(why);
this.commit(room, { t: 'input', at: Date.now(), id: seat.id, input });
if (this.waitingOn(room).length === 0) this.resolve(room);
this.notify(room);
}
private resolve(room: Room<State>): void {
@@ -295,7 +305,10 @@ export class Rooms<State, Input> {
case 'over':
break;
case 'seat':
room.seats.push({ id: line.id, name: line.name, token: line.token, bot: line.bot });
room.seats.push({ id: line.id, name: line.name, tokenHash: line.tokenHash ?? (line.token ? hashToken(line.token) : ''), bot: line.bot });
break;
case 'input':
room.pending[line.id] = this.game.cleanInput(line.input);
break;
case 'unseat':
room.seats = room.seats.filter((s) => s.id !== line.id);
@@ -321,7 +334,7 @@ export class Rooms<State, Input> {
const room: Room<State> = { id, size: first.seats, createdAt: first.createdAt, seats: [], state: null, pending: {}, chat: [], seq: lines.length, updatedAt: first.createdAt };
for (const line of lines) {
this.apply(room, line);
if (line.t === 'turn') room.updatedAt = line.at;
if (line.t === 'turn' || line.t === 'input') room.updatedAt = line.at;
}
return room;
}
+9 -1
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@@ -8,7 +8,10 @@ import type { SeatId } from '../../src/lib/game/spec';
export type LedgerLine =
| { t: 'room'; id: string; seats: number; createdAt: number }
| { t: 'seat'; id: SeatId; name: string; token: string; bot: boolean }
/** A seat holds only the hash of its token; the token itself goes once to the browser that earned it. Ledgers written before hashing carry `token` and are read once more. */
| { t: 'seat'; id: SeatId; name: string; tokenHash?: string; token?: string; bot: boolean }
/** One seat's move for the round in progress, so a restart keeps it. The turn line that follows carries every input again. */
| { t: 'input'; at: number; id: SeatId; input: unknown }
/** A bot sent away by the host before the game began; its seat id is free again. */
| { t: 'unseat'; id: SeatId }
/** Ledgers from before revisions were recorded resolve under rules 1. */
@@ -41,6 +44,11 @@ export class Store {
.map((l) => JSON.parse(l) as LedgerLine);
}
/** Whether a ledger exists on disk, loaded or not; a code must not be reissued over one. */
exists(roomId: string): boolean {
return existsSync(this.path(roomId));
}
roomIds(): string[] {
return readdirSync(this.dir)
.filter((f) => f.endsWith('.jsonl'))
+1 -1
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@@ -46,7 +46,7 @@
</ul>
{#if !room.spectating}
<div class="ways">
{#if seatFree}
{#if seatFree && room.isHost}
<button type="button" class="quiet" onclick={() => room.addBot()}>Seat a bot</button>
{/if}
{#if room.isHost}
+3 -4
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@@ -87,9 +87,8 @@ export const game: GameSpec<State, Input> = {
view: (state, viewer) => (viewer === SPECTATOR ? structuredClone(state) : structuredClone(state)),
// A function of the state alone: the seed, the round and the seat, so a replay draws the same pick.
botInput: (state, seat) => ({ pick: 1 + Math.floor(random(state.rng + state.rounds.length * 7919 + state.seats.indexOf(seat)) * HIGHEST) }),
cleanInput: (raw) => {
const pick = Number((raw as { pick?: unknown })?.pick);
return { pick: Number.isInteger(pick) && pick >= 1 && pick <= HIGHEST ? pick : 1 };
},
cleanInput: (raw) => ({ pick: Number((raw as { pick?: unknown })?.pick) }),
validate: (_state, _seat, input) =>
Number.isInteger(input.pick) && input.pick >= 1 && input.pick <= HIGHEST ? null : `Name a number from 1 to ${HIGHEST}.`,
nameOf: (state, seat) => state.players[seat]?.name ?? seat
};
+7
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@@ -4,6 +4,11 @@
// inputs at a time, ask who still has to move, and hand each viewer the
// view they are allowed to see. A new game implements GameSpec once, in
// src/lib/game/index.ts, and the rest of the kit works unchanged.
//
// The shape is simultaneous rounds: every seat that needs input submits, then
// the round resolves. Turn-at-a-time games fit too (only one seat needs input
// at once). A game of single commands with out-of-turn interruptions, like
// Wiz-War, does not fit this contract and needs its own server.
/** A seat at the table: a single letter from GameSpec.seatIds. */
export type SeatId = string;
@@ -43,6 +48,8 @@ export interface GameSpec<State, Input> {
botInput(state: State, seat: SeatId): Input;
/** Only the shapes the engine understands get through; the engine validates the rest. */
cleanInput(raw: unknown): Input;
/** Why this seat may not make this move now, or null when it may. The server answers with the reason. */
validate?(state: State, seat: SeatId, input: Input): string | null;
/** A seat's name from the state, for the hall and the chronicle. */
nameOf(state: State, seat: SeatId): string;
}