515 lines
31 KiB
Markdown
515 lines
31 KiB
Markdown
# Architecture
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Living reference for how the code is organised. Update it after any database schema or API change (implementation plan rule 0.1.9). Decisions and their reasons live in `DECISIONS.md`.
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## Packages
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| Package | Role | Depends on |
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|---|---|---|
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| `packages/content` | Static game data (locations, ship models, cargo, skills, `GameConfig`) as Zod-validated TypeScript, plus the `content` bundle with id lookups. | zod |
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| `packages/sim` | Pure, deterministic game rules: clock, seeded RNG, positions, distances, travel, fuel, eligibility, contract boards, dispatch validation/records, flight progress, XP, resolution. No I/O, no `Date.now()`, no `Math.random()`. `balance/` holds the balance simulation (Step 12.1), outside `src/` and the coverage measure. | content, astronomy-engine |
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| `packages/engine` | The game on the device (CR-014): commands over a save document, using storage, the clock and notifications only through injected interfaces. `DeviceClock`: `max(device time + dev offset, last time seen)`, never backward. | content, schema, sim |
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| `packages/schema` | Zod schemas for every API request, response and error. Shared by server and client. | sim (error codes), zod |
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| `apps/server` | Fastify API, Postgres via Drizzle, pg-boss workers. The authority on outcomes. | content, sim, schema |
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| `apps/web` | React client. Predicts with sim, never decides outcomes. | content, sim, schema |
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## Conventions
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- **Times** are Unix milliseconds (numbers). A *real* time is a wall-clock instant; a *game* time is the instant of the in-game date (`realToGame` / `gameToReal` in sim).
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- **Ids** are non-empty strings. Content ids are kebab-case (`earth`, `bulk-hauler`).
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- **Credits** are whole numbers.
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- **Static vs. player data:** the API never sends static data. The client imports `@deadhead/content` and joins by id.
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## API data model (`packages/schema`)
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| Shape | Fields |
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|---|---|
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| `ServerTime` | `realTime`, `gameTime` |
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| `Company` | `id`, `name`, `credits`, `loanBalance` |
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| `Ship` | `id`, `modelId`, `name`, `status` (`idle` / `in-flight`), `locationId` (null in flight), `dispatchId` (null when idle), `pilotId`, `lastArrivalAt` (latest resolved arrival, else delivery time; picks the default Contracts location), `upgrades` (`{ upgradeId: level }`), `stats` (effective: speed, capacity, range, overhead, handling per tonne), `inShopUntil` (null unless in the shop now), `shop` (`{ upgradeId, level, until }` of the latest job until acknowledged; CR-009) |
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| `Pilot` | `id`, `name`, `isAvatar`, `isVeteran` (the deal's veteran, CR-010), `xp`, `level`, `skills` (`{ skillId: level }`), `skillPointsAvailable`, `assignedShipId`, `status`, `locationId` (null in flight), `dutyHours`, `dutyLimit`, `resting`, `restEndsAt` (null unless resting; CR-004) |
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| `Bay` | `id`, `locationId` |
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| `LocationState` | `id`, `discovered` |
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| `Contract` | mirrors sim `Contract`: route, `cargoTypeId` (class), `goodId`, `shipper`, `priority`, `deliveryWindowGameHours` (Priority only, else null), `tier`, `massTonnes` (to 0.1 t under 10 t), `payout`, requirements, `offeredAt`/`expiresAt`, `firstContact`, optional `scriptedId` on a scripted tutorial contract (CR-007) |
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| `Dispatch` | mirrors sim `DispatchRecord` + `status` (`in-flight` / `resolved`), `resolvedAt` |
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| `ResolutionSummary` | `dispatchId`, `shipId`, `pilotId`, `originId`, `destinationId`, `tutorial`, `deadhead`, `fuelCost`, `goodId` / `massTonnes` / `shipper` (null for a deadhead, CR-007), `credits` (net), `loanRepayment`, `pilotPay` (hired pilot's profit share, CR-010), `pilotXp`, `discoveredLocationId`, `scriptedId`, `restEndsAt` (set when the trip ended in mandatory rest), `resolvedAt` |
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| `TutorialState` | `loanerLocationId` (`earth` / `moon`), `runInFlight`, `runsCompleted`, `dealAvailable` |
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| `GoalState` | `id`, `status` (`incomplete` / `ready` / `claimed`) |
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| `PlayerState` | `playerId` (CR-011), `company`, `ships`, `pilots`, `bays`, `locations`, `tutorial` (null once over), `activeDispatches`, `summaries`, `goals` (empty during the tutorial) |
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### Errors
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Every non-2xx response has the body `{ error: { code, message } }`. `code` is one of `ERROR_CODES`: every sim dispatch and reposition validation reason (`DISPATCH_FAILURES`, `REPOSITION_FAILURES`), unchanged (CR-007 adds `too-slow`: the ship can't make a Priority contract's delivery window; CR-012 adds `would-strand`: from the destination, at arrival plus `noStrandMarginGameHours`, the ship couldn't reach any other discovered location), plus the server codes in `SERVER_ERROR_CODES` (`validation-error`, `unauthorized`, `not-found`, `insufficient-funds`, ...).
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## API routes (`packages/schema/src/routes.ts`)
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The `routes` catalog is the single source for both server and client. Each entry has `method`, `path`, `request` (path parameters merged with the body), `response` (2xx body) and `auth`. Errors always use the error body above.
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| Name | Method & path | Request | Response | Auth |
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|---|---|---|---|---|
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| `getServerTime` | `GET /api/time` | — | `ServerTime` | no |
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| `createGuest` | `POST /api/guest` | — | `{ playerId, state: PlayerState }` + session cookie | no |
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| `getPlayerState` | `GET /api/state` | — | `PlayerState` | yes |
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| `getContractBoard` | `GET /api/locations/:locationId/board` | `locationId` | `{ contracts, periodEndsAt }` | yes |
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| `getTutorialBoard` | `GET /api/tutorial/board` | — | `{ contracts, periodEndsAt }` | yes |
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| `createDispatch` | `POST /api/dispatches` | `{ kind: "contract", contractId, shipId, pilotId }` / `{ kind: "tutorial", contractId }` / `{ kind: "reposition", shipId, pilotId, destinationId }` | `{ dispatch }` | yes |
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| `startUpgrade` | `POST /api/ships/:shipId/upgrades` | `shipId`, `upgradeId` (next level; ship idle at an HQ) | `{ ship }` | yes |
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| `buyShip` | `POST /api/ships` | `modelId`, `bayId` (one of the player's bays; the ship is delivered there) | `{ ship }` | yes |
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| `leaseBay` | `POST /api/bays` | `locationId` | `{ bay }` | yes |
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| `hirePilot` | `POST /api/pilots` | `locationId` (a player bay) | `{ pilot }` | yes |
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| `assignPilot` | `POST /api/pilots/:pilotId/assign` | `pilotId`, `shipId` | `{ pilot }` | yes |
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| `unassignPilot` | `POST /api/pilots/:pilotId/unassign` | `pilotId` | `{ pilot }` | yes |
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| `restPilot` | `POST /api/pilots/:pilotId/rest` | `pilotId` (idle, not resting) | `{ pilot }` | yes |
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| `spendSkillPoint` | `POST /api/pilots/:pilotId/skills` | `pilotId`, `skillId` | `{ pilot }` | yes |
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| `acknowledgeSummaries` | `POST /api/summaries/acknowledge` | `dispatchIds`, optional `shipIds` (finished upgrades seen; at least one id overall) | `{ acknowledged }` | yes |
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| `acceptDeal` | `POST /api/deal/accept` | — | `PlayerState` | yes |
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| `getBackupCode` | `GET /api/backup-code` | — | `{ hasCode, createdAt }` | yes |
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| `createBackupCode` | `POST /api/backup-code` | — | `{ code, createdAt }` (shown once; replaces any old code) | yes |
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| `restoreCompany` | `POST /api/restore` | `code` (case, spaces and dashes ignored); header `x-device-id` for rate limiting | `{ playerId, state }` + session cookie | no |
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| `devAdvanceClock` | `POST /api/test/advance-clock` | `advanceMs` | `{ offsetMs, realTime }` | yes; non-production only |
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| `devAddCredits` | `POST /api/test/add-credits` | `amount` | `{ company }` | yes; non-production only |
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| `devPilot` | `POST /api/test/pilot` | `pilotId`, `action`: `level-up` (XP to the next level) / `clear-rest` (duty 0, rest ended) | `PlayerState` | yes; non-production only |
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| `devShip` | `POST /api/test/ship` | `shipId`, `action`: `max-upgrades` / `reset-upgrades` / `finish-shop` / `move` (+ `locationId`, idle ship, discovered place) | `PlayerState` | yes; non-production only |
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| `devDiscoverAll` | `POST /api/test/discover-all` | — | `PlayerState` | yes; non-production only |
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| `newCompany` | `POST /api/company/new` | — | `PlayerState` (the fresh start) | yes |
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| `renameCompany` | `POST /api/company/name` | `name` (trimmed, 3–32 letters, digits, spaces, `. , ' & ! ? -`) | `{ company }` | yes |
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| `repayLoan` | `POST /api/loan/repay` | `amount` | `{ company }` | yes |
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| `claimGoal` | `POST /api/goals/:goalId/claim` | `goalId` | `{ company }` | yes |
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## Save document (`packages/schema/src/save.ts`, CR-014)
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One document per company on the device, validated on every load and save: `saveVersion` (currently 1), `saveId`, `lastTimeSeen` (the clock never goes below it), `player` (world seed, tutorial state, deal accepted), `company` (name, credits, loan), `ships` (with `upgrades` as a level map and shop fields), `pilots`, `bays`, `discoveredLocations`, `contractBoards` (stored boards), `dispatches` (sim record, status, resolution, acknowledged), `acceptedContracts`, `claimedGoals`. It mirrors the database tables below without player ids; the stored contract, dispatch record and resolution are type-checked against the sim types. `migrateSave(raw)` steps an older save through `SAVE_MIGRATIONS` (`applyMigrations`) and validates it, returning a readable error instead of throwing.
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Commands (`packages/engine/src/game/`): `GameEngine.call(name, input)` runs the route catalog's endpoints on the save, with the same schemas and error codes (`CommandError`); `getPlayerState` with no save answers `unauthorized`. Every command resolves due arrivals first and prunes on save; saves are skipped when nothing changed. `stats` keeps lifetime delivery counts for goals, so seen trips older than `savedDispatchRetentionRealHours` can be pruned.
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Resolution loop (`packages/engine/src/loop.ts`): on load, on resume and every 5 s, `resolveDue` applies due arrivals (saving only if any) and reports rests and shop jobs that ended, so the app refreshes; timer and resume events come from a `LoopHost`.
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Storage (`packages/engine/src/storage.ts`): `SaveStorage` keeps the save in slot `main` and the previous three in `backup-1..3` (rotated on every save), falling back to the newest valid backup if the main save is unreadable. Backends store text per slot, all-or-nothing: `MemoryBackend` (tests), `IndexedDbBackend` (web, database `deadhead`, store `saves`), `FilesystemBackend` (native, `deadhead/<slot>.json` in the Capacitor data directory, temp file then rename).
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## Database (`apps/server/src/db`)
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Postgres via Drizzle (`pg` driver). Migrations are SQL files in `apps/server/drizzle/`, generated with `pnpm --filter @deadhead/server db:generate` and applied with `db:migrate` (uses `DATABASE_URL`; rerunning is a no-op). Contracts are JSONB snapshots (`contract_boards.contracts`, `dispatches.record`); `0005_cr007_goods` backfills pre-CR-007 contracts with a default good of their class, the origin's first shipper and no Priority. Every game table hangs off `players.id`; times are bigint Unix ms.
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| Table | Purpose | Key constraints |
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| `players` | Link to the Better Auth user, world seed, tutorial flag, loaner location, tutorial runs completed, deal accepted | pk `id`, unique `user_id` → `user.id` |
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| `companies` | Name, credits and loan balance (the row locked for money changes) | unique `player_id` |
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| `ships` | Owned ships: model, name, status, location (null in flight), in-shop-until and the latest shop job (upgrade id, level) until acknowledged (CR-009), `from_deal` (handed over in the deal, not bought; migration `0009_cr013_ship_from_deal` backfills each player's first ship; CR-013) | — |
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| `player_logins` | Extra sign-ins per player: a guest user created by restoring with a backup code (CR-011) | PK `user_id` |
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| `ship_upgrades` | Installed upgrade level per ship and upgrade (CR-009) | primary key (ship, upgrade) |
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| `pilots` | XP, skills (jsonb), points spent, assignment, location (unassigned only), status, duty hours, rest-ends-at (CR-004), `is_veteran` (CR-010) | unique `assigned_ship_id` (one pilot per ship) |
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| `bays` | Leased bays | unique (`player_id`, `location_id`) |
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| `discovered_locations` | Discovered location ids | pk (`player_id`, `location_id`) |
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| `contract_boards` | Stored location boards (one per discovered location, CR-002) and tutorial boards per period (tutorial boards also per run); `kind` is `location` or `tutorial` (jsonb contracts) | unique (`player_id`, `kind`, `location_id`, `period_index`, `tutorial_run`) |
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| `dispatches` | Full sim record (jsonb, with contract snapshot), status, arrival, resolution (jsonb), resolved-at, acknowledged-at | index (`status`, `arrival_at`), (`player_id`, `status`) |
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| `accepted_contracts` | Contracts taken from a board, linked to their dispatch | pk (`player_id`, `contract_id`) |
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| `claimed_goals` | Onboarding goals whose reward was claimed | pk (`player_id`, `goal_id`) |
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| `user`, `session`, `account`, `verification` | Better Auth tables (`src/db/auth-schema.ts`, generated by its CLI; `user.is_anonymous` from the anonymous plugin). Timestamps here are Postgres `timestamp`, Better Auth's convention. | — |
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### Drizzle schema
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Copied from `apps/server/src/db/schema.ts` (game tables) and `apps/server/src/db/auth-schema.ts` (Better Auth); update both together.
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```ts
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import type { Contract, DispatchRecord, Resolution } from "@deadhead/sim";
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import {
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bigint,
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boolean,
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index,
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integer,
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jsonb,
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pgEnum,
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pgTable,
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primaryKey,
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text,
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uniqueIndex,
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} from "drizzle-orm/pg-core";
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import { user } from "./auth-schema";
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// All times are Unix milliseconds (bigint), matching sim and the API.
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const time = (name: string) => bigint(name, { mode: "number" });
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export const activityStatus = pgEnum("activity_status", ["idle", "in_flight"]);
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export const dispatchStatus = pgEnum("dispatch_status", ["in_flight", "resolved"]);
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export const boardKind = pgEnum("board_kind", ["location", "tutorial"]);
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export const players = pgTable("players", {
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id: text("id").primaryKey(),
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/** The Better Auth user (a guest account in the base game). */
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userId: text("user_id")
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.notNull()
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.unique()
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.references(() => user.id, { onDelete: "cascade" }),
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/** 32-bit unsigned seed for boards, dispatches and names (decision 0.5.10). */
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worldSeed: bigint("world_seed", { mode: "number" }).notNull(),
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tutorialActive: boolean("tutorial_active").notNull().default(true),
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/** Where the tutorial loaner is (decision 0.5.26); null once the tutorial ends. */
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loanerLocationId: text("loaner_location_id"),
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/** Tutorial runs resolved so far (CR-001). */
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tutorialRunsCompleted: integer("tutorial_runs_completed").notNull().default(0),
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/** The one-time deal has been accepted (decision 0.5.30). */
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dealAccepted: boolean("deal_accepted").notNull().default(false),
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createdAt: time("created_at").notNull(),
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});
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export const companies = pgTable("companies", {
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id: text("id").primaryKey(),
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playerId: text("player_id")
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.notNull()
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.unique()
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.references(() => players.id, { onDelete: "cascade" }),
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name: text("name").notNull(),
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/** Row-locked by every endpoint that changes money or fleet state (Step 6.14). */
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credits: bigint("credits", { mode: "number" }).notNull(),
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/** Owed to the lender (decision 0.5.32). */
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loanBalance: bigint("loan_balance", { mode: "number" }).notNull().default(0),
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});
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export const ships = pgTable(
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"ships",
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{
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id: text("id").primaryKey(),
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playerId: text("player_id")
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.notNull()
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.references(() => players.id, { onDelete: "cascade" }),
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modelId: text("model_id").notNull(),
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name: text("name").notNull(),
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status: activityStatus("status").notNull().default("idle"),
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/** Null while in flight. */
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locationId: text("location_id"),
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createdAt: time("created_at").notNull(),
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},
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(t) => [index("ships_player_idx").on(t.playerId)],
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);
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export const pilots = pgTable(
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"pilots",
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{
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id: text("id").primaryKey(),
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playerId: text("player_id")
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.notNull()
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.references(() => players.id, { onDelete: "cascade" }),
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name: text("name").notNull(),
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isAvatar: boolean("is_avatar").notNull().default(false),
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xp: integer("xp").notNull().default(0),
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skills: jsonb("skills").$type<Record<string, number>>().notNull().default({}),
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skillPointsSpent: integer("skill_points_spent").notNull().default(0),
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/** One pilot per ship (decision 0.5.2). */
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assignedShipId: text("assigned_ship_id")
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.unique()
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.references(() => ships.id, { onDelete: "set null" }),
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/** Only unassigned pilots store a location (decision 0.5.27). */
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locationId: text("location_id"),
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status: activityStatus("status").notNull().default("idle"),
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/** Game hours flown since the last rest (decision 0.5.42). */
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dutyHours: doublePrecision("duty_hours").notNull().default(0),
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/** Resting until this time; null (or past) when not resting (decision 0.5.45). */
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restEndsAt: time("rest_ends_at"),
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createdAt: time("created_at").notNull(),
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},
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(t) => [index("pilots_player_idx").on(t.playerId)],
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);
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export const bays = pgTable(
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"bays",
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{
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id: text("id").primaryKey(),
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playerId: text("player_id")
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.notNull()
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.references(() => players.id, { onDelete: "cascade" }),
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locationId: text("location_id").notNull(),
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createdAt: time("created_at").notNull(),
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},
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(t) => [uniqueIndex("bays_player_location_idx").on(t.playerId, t.locationId)],
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);
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export const discoveredLocations = pgTable(
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"discovered_locations",
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{
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playerId: text("player_id")
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.notNull()
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.references(() => players.id, { onDelete: "cascade" }),
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locationId: text("location_id").notNull(),
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discoveredAt: time("discovered_at").notNull(),
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},
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(t) => [primaryKey({ columns: [t.playerId, t.locationId] })],
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);
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/**
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* One stored board per bay per period, and one tutorial board per period per
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* loaner location (decisions 0.5.5 and 0.5.21). `locationId` is the bay's or
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* the loaner's location.
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*/
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export const contractBoards = pgTable(
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"contract_boards",
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{
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id: text("id").primaryKey(),
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playerId: text("player_id")
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.notNull()
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.references(() => players.id, { onDelete: "cascade" }),
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kind: boardKind("kind").notNull(),
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locationId: text("location_id").notNull(),
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periodIndex: integer("period_index").notNull(),
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/** Tutorial boards only: runs completed when generated (0 for bay boards). */
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tutorialRun: integer("tutorial_run").notNull().default(0),
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contracts: jsonb("contracts").$type<Contract[]>().notNull(),
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createdAt: time("created_at").notNull(),
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},
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(t) => [
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uniqueIndex("contract_boards_unique_idx").on(
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t.playerId,
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t.kind,
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t.locationId,
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t.periodIndex,
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t.tutorialRun,
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),
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],
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);
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export const dispatches = pgTable(
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"dispatches",
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{
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id: text("id").primaryKey(),
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playerId: text("player_id")
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.notNull()
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.references(() => players.id, { onDelete: "cascade" }),
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/** Null for a tutorial run (the loaner is not a ship row). */
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shipId: text("ship_id").references(() => ships.id, { onDelete: "set null" }),
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pilotId: text("pilot_id")
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.notNull()
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.references(() => pilots.id, { onDelete: "cascade" }),
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tutorial: boolean("tutorial").notNull(),
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/** The full sim record, including a snapshot of the contract. */
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record: jsonb("record").$type<DispatchRecord>().notNull(),
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arrivalAt: time("arrival_at").notNull(),
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status: dispatchStatus("status").notNull().default("in_flight"),
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/** Applied effects, kept for the "while you were away" summary. */
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resolution: jsonb("resolution").$type<Resolution>(),
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resolvedAt: time("resolved_at"),
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acknowledgedAt: time("acknowledged_at"),
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},
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(t) => [
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index("dispatches_due_idx").on(t.status, t.arrivalAt),
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index("dispatches_player_status_idx").on(t.playerId, t.status),
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],
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);
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export const acceptedContracts = pgTable(
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"accepted_contracts",
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{
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playerId: text("player_id")
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.notNull()
|
||
.references(() => players.id, { onDelete: "cascade" }),
|
||
contractId: text("contract_id").notNull(),
|
||
periodIndex: integer("period_index").notNull(),
|
||
dispatchId: text("dispatch_id")
|
||
.notNull()
|
||
.references(() => dispatches.id, { onDelete: "cascade" }),
|
||
acceptedAt: time("accepted_at").notNull(),
|
||
},
|
||
(t) => [primaryKey({ columns: [t.playerId, t.contractId] })],
|
||
);
|
||
|
||
/** Onboarding goals whose reward has been claimed (decision 0.5.34). */
|
||
export const claimedGoals = pgTable(
|
||
"claimed_goals",
|
||
{
|
||
playerId: text("player_id")
|
||
.notNull()
|
||
.references(() => players.id, { onDelete: "cascade" }),
|
||
goalId: text("goal_id").notNull(),
|
||
claimedAt: time("claimed_at").notNull(),
|
||
},
|
||
(t) => [primaryKey({ columns: [t.playerId, t.goalId] })],
|
||
);
|
||
```
|
||
|
||
```ts
|
||
// Better Auth tables, generated by `@better-auth/cli generate` (anonymous plugin).
|
||
// Regenerate rather than hand-edit when Better Auth or its plugins change.
|
||
import { relations } from "drizzle-orm";
|
||
import { pgTable, text, timestamp, boolean, index } from "drizzle-orm/pg-core";
|
||
|
||
export const user = pgTable("user", {
|
||
id: text("id").primaryKey(),
|
||
name: text("name").notNull(),
|
||
email: text("email").notNull().unique(),
|
||
emailVerified: boolean("email_verified").default(false).notNull(),
|
||
image: text("image"),
|
||
createdAt: timestamp("created_at").defaultNow().notNull(),
|
||
updatedAt: timestamp("updated_at")
|
||
.defaultNow()
|
||
.$onUpdate(() => /* @__PURE__ */ new Date())
|
||
.notNull(),
|
||
isAnonymous: boolean("is_anonymous").default(false),
|
||
});
|
||
|
||
export const session = pgTable(
|
||
"session",
|
||
{
|
||
id: text("id").primaryKey(),
|
||
expiresAt: timestamp("expires_at").notNull(),
|
||
token: text("token").notNull().unique(),
|
||
createdAt: timestamp("created_at").defaultNow().notNull(),
|
||
updatedAt: timestamp("updated_at")
|
||
.$onUpdate(() => /* @__PURE__ */ new Date())
|
||
.notNull(),
|
||
ipAddress: text("ip_address"),
|
||
userAgent: text("user_agent"),
|
||
userId: text("user_id")
|
||
.notNull()
|
||
.references(() => user.id, { onDelete: "cascade" }),
|
||
},
|
||
(table) => [index("session_userId_idx").on(table.userId)],
|
||
);
|
||
|
||
export const account = pgTable(
|
||
"account",
|
||
{
|
||
id: text("id").primaryKey(),
|
||
accountId: text("account_id").notNull(),
|
||
providerId: text("provider_id").notNull(),
|
||
userId: text("user_id")
|
||
.notNull()
|
||
.references(() => user.id, { onDelete: "cascade" }),
|
||
accessToken: text("access_token"),
|
||
refreshToken: text("refresh_token"),
|
||
idToken: text("id_token"),
|
||
accessTokenExpiresAt: timestamp("access_token_expires_at"),
|
||
refreshTokenExpiresAt: timestamp("refresh_token_expires_at"),
|
||
scope: text("scope"),
|
||
password: text("password"),
|
||
createdAt: timestamp("created_at").defaultNow().notNull(),
|
||
updatedAt: timestamp("updated_at")
|
||
.$onUpdate(() => /* @__PURE__ */ new Date())
|
||
.notNull(),
|
||
},
|
||
(table) => [index("account_userId_idx").on(table.userId)],
|
||
);
|
||
|
||
export const verification = pgTable(
|
||
"verification",
|
||
{
|
||
id: text("id").primaryKey(),
|
||
identifier: text("identifier").notNull(),
|
||
value: text("value").notNull(),
|
||
expiresAt: timestamp("expires_at").notNull(),
|
||
createdAt: timestamp("created_at").defaultNow().notNull(),
|
||
updatedAt: timestamp("updated_at")
|
||
.defaultNow()
|
||
.$onUpdate(() => /* @__PURE__ */ new Date())
|
||
.notNull(),
|
||
},
|
||
(table) => [index("verification_identifier_idx").on(table.identifier)],
|
||
);
|
||
|
||
export const userRelations = relations(user, ({ many }) => ({
|
||
sessions: many(session),
|
||
accounts: many(account),
|
||
}));
|
||
|
||
export const sessionRelations = relations(session, ({ one }) => ({
|
||
user: one(user, {
|
||
fields: [session.userId],
|
||
references: [user.id],
|
||
}),
|
||
}));
|
||
|
||
export const accountRelations = relations(account, ({ one }) => ({
|
||
user: one(user, {
|
||
fields: [account.userId],
|
||
references: [user.id],
|
||
}),
|
||
}));
|
||
```
|
||
|
||
## Auth and sessions
|
||
|
||
Better Auth (`apps/server/src/auth.ts`) with the anonymous plugin, mounted only through its server API (no `/api/auth/*` HTTP handler yet). `POST /api/guest` calls `signInAnonymous`, forwards its session cookie, and creates the player (`createPlayer`) linked to the new user. Authenticated routes call `requirePlayerId`, which resolves the cookie to a session, then to `players.user_id`; failures are `401 unauthorized`.
|
||
|
||
## Request pipeline (`apps/server/src/http`)
|
||
|
||
Every catalog endpoint is registered with `registerRoute(app, routes.<name>, options, handler)`:
|
||
|
||
1. Merge path parameters, query and body, and validate them against the route's `request` schema → `400 validation-error` on failure (also for malformed JSON).
|
||
2. If `route.auth`, resolve the session to a player id → `401 unauthorized` on failure.
|
||
3. Run the handler with the typed input and `{ playerId, request, reply }`.
|
||
4. Outside production, validate the result against the route's `response` schema; a mismatch is logged and returned as `500 internal-error`.
|
||
|
||
Handlers throw `ApiError(status, code, message)` for expected failures. Unknown paths return `404 not-found`.
|
||
|
||
## Game logic (`apps/server/src/game`)
|
||
|
||
| Module | Responsibility |
|
||
|---|---|
|
||
| `lock.ts` | `withPlayerLock`: transaction + `FOR UPDATE` on the player's company row |
|
||
| `resolve.ts` | `resolveArrivedDispatches`: exactly-once resolution of due dispatches (lazy on every request; Phase 7 job) |
|
||
| `tutorial.ts` | `maybeEndTutorial` (decision 0.5.4) |
|
||
| `boards.ts` | Stored tutorial and bay boards per period; accepted contracts hidden |
|
||
| `dispatch.ts` | Tutorial, contract and reposition dispatch; `storeDispatch` (record, accepted contract, fuel) |
|
||
| `fleet.ts` | Buy ship, lease bay, `spend` credits |
|
||
| `pilots.ts` | Hire, assign, unassign, spend skill point |
|
||
| `summaries.ts` | Acknowledge "while you were away" entries |
|
||
| `player-state.ts`, `mappers.ts` | Database rows to API shapes |
|
||
| `names.ts` | Seeded ship and pilot names |
|
||
|
||
Routes (`apps/server/src/routes`) wrap every authenticated action in `withPlayer`: lock, resolve due arrivals, run the action, then `maybeEndTutorial`. Game-rule failures are `409` with their error code; unknown things are `404`.
|
||
|
||
## Background jobs (`apps/server/src/jobs`)
|
||
|
||
pg-boss (`queue.ts`) in the app's Postgres database (schema `pgboss`), behind a `JobQueue` interface; tests use a recording fake and call handlers directly. Queues are always created; workers and cron schedules run only when `WORKERS_ENABLED=true`.
|
||
|
||
| Job | Trigger | Does |
|
||
|---|---|---|
|
||
| `resolve-arrivals` | Sent after each dispatch commits, `startAfter` = arrival (on the real clock) | `resolveArrivedDispatches` under the player lock; no-op if a request already resolved it |
|
||
| `cleanup-expired-contracts` | Cron `0 * * * *` | Deletes boards and accepted contracts older than 24 periods |
|
||
|
||
The app clock is `base clock + offset`; the offset is set only by the test-only `POST /api/test/clock-offset`, which is not registered in production.
|
||
|
||
## Deployment (`deploy/`)
|
||
|
||
| File | Role |
|
||
|---|---|
|
||
| `server.Dockerfile` | API image: production dependencies via `pnpm deploy`, TypeScript run with tsx, migrations then listen; non-root; health check on `/api/health` |
|
||
| `compose.yml` | Production stack (project `deadhead`): Postgres 18 (named volume, not published), the server, `web` (Caddy on `HTTP_PORT`/`HTTPS_PORT`, certificate volumes) and `backup` (`BACKUP_DIR` mounted at `/backups`) |
|
||
| `web.Dockerfile`, `Caddyfile` | Caddy image with the built app: `/api/*` to `server:3000`, client routes fall back to `index.html`, hashed assets cached for a year, shell and service worker never; HTTPS for `SITE_ADDRESS` |
|
||
| `backup/` | `schedule.sh` (daily at `BACKUP_HOUR`), `backup.sh` (`pg_dump` to `BACKUP_DIR`, retention `BACKUP_KEEP_DAYS`), `restore.sh` (a dump into a database, default the newest into `deadhead_restore`); run by the `backup` service (Postgres image) |
|
||
| `README.md` | Home-server setup: DNS, port forwarding, `.env`, start/update, LAN-only mode, backups and restores |
|
||
| `.env.example` | `PUBLIC_URL` (also Better Auth's URL), `SITE_ADDRESS`, host ports, Postgres credentials, `BETTER_AUTH_SECRET`, log level; copy to `deploy/.env` |
|
||
| `check.sh` | Builds and starts the stack under a throwaway project, checks it, removes it |
|
||
|
||
## Client (`apps/web`)
|
||
|
||
Vite + React 19 + Tailwind 4, React Router 8 (declarative routes). In development, Vite proxies `/api` to the server at `127.0.0.1:3000` (same origin, decision 0.5.20).
|
||
|
||
| Module | Role |
|
||
|---|---|
|
||
| `src/api/client.ts` | `createApiClient().call(route, input)`: typed by the route catalog; validates responses; throws `ApiError` (server code) or `ApiValidationError` |
|
||
| `src/api/context.tsx` | `ApiProvider` / `useApi` (tests inject a fake) |
|
||
| `src/clock/clock.ts` | Zustand `useClock`: server offset (last one kept in `deadhead:clock-offset` for offline starts), `serverNow()`, 1 s ticker |
|
||
| `src/state/player.ts` | `usePlayerState` (TanStack Query, key `player-state`): `null` means no session; refetch on focus and on arrival |
|
||
| `src/App.tsx` | Clock sync; loading / start screen / routed layout |
|
||
| `src/layout/Layout.tsx` | Header (credits, game clock), screen outlet, bottom tab bar |
|
||
| `src/routes.ts` | Screen list shared by router and navigation |
|
||
| `src/map/art/manifest.json` | Map art manifest (CR-003): asset id → `{ kind, file }` in `public/assets/map/` (never edited); `null` file = missing, placeholder used |
|
||
| `scripts/map-art.mjs` | Generates `public/assets/map-gen/` (`<id>@1x.png`, `<id>@2x.png`, `bg.webp`) from the manifest with sharp; output committed |
|
||
| `src/map/style.ts` | Map presentation config (CR-003): sprite sizes, zoom scale limits, child-body offsets, badges, tap size, parallax, colors; validated by `mapStyleSchema` |
|
||
| `src/map/art/load.ts`, `art/visuals.ts` | Load the generated art as one PixiJS bundle (2x at DPR ≥ 2); texture-or-placeholder per scene item (decision 0.5.41) |
|
||
| `src/map/layout.ts` | Pure screen layout: `backgroundRect`, `spriteScale`, `childOffset`, `layoutScene` (centres, sizes, tap targets; used by renderer and hit test), `decorate` (label and badge placement) |
|
||
| `src/map/overlays.ts` | Per-location state overlays (lock, desaturate/dim, HQ marker, idle badge), applied by the renderer |
|
||
| `src/map/ticker.ts` | `runWhileVisible`: pause the map's ticker while the page is hidden; stop it on unmount |
|
||
| `src/map/renderer.ts` | `MapRenderer`: all PixiJS drawing for the map, layer by layer; `MapCanvas` owns the app, input and loading state |
|
||
| `src/state/connection.ts` | Offline (Step 11.2): Zustand `useConnection` (`online`, `lastUpdate`), browser online/offline events, and the last player state cache (`deadhead:last-state`, schema-checked on load) |
|
||
| `vite.config.ts` (PWA) | `vite-plugin-pwa` (Step 11.1): manifest, generateSW precache of the shell, woff2 fonts, `map-gen` art and icons (`public/icons`, from `scripts/icons.mjs`); `/api` never cached |
|
||
| `e2e/*.e2e.ts` | Playwright tests against `vite preview` of the build (install, offline); the API is faked with route interception |
|
||
| `src/state/preferences.ts` | Device preferences (CR-011): clock and countdown format, reduced-motion override, dismissed tips, saved map camera; local storage, every access wrapped |
|
||
| `src/screens/*` | HQ, Contracts (TutorialBoard / LocationBoards + DispatchSheet), Fleet, Pilots, Market, Locations, StartScreen |
|
||
| `src/components/*` | `AwaySummary` dialog, `Countdown` |
|
||
| `src/state/actions.ts` | `useLoadedPlayer`, `useGameAction(route)` (mutation + invalidate state and boards) |
|
||
| `src/map/*` | System map: `projection` (square-root radial scale), `camera` (Zustand pan/zoom), `scene` (locations, flights, idle badges), `hitTest`, `MapCanvas` (PixiJS v8, lazy-loaded with the Map screen) |
|
||
| `src/game.ts`, `src/format.ts` | Sim-based predictions (distance, trip time) and display formatting |
|
||
|
||
Session: Better Auth's cookie (`credentials: "include"`). On the device the client keeps only caches and preferences: the last player state and clock offset (offline start), device preferences, the device id and seen board ids.
|
||
|
||
Offline (Step 11.2): a request that gets no reply marks the app offline and `getPlayerState` falls back to the cached state; the banner reads "Offline — showing last update from HH:MM". Buttons with `needsServer` (every server action and the sheets that lead to one) are disabled while offline; the away summary and the deal wait until back online. The browser's `online` event refetches.
|