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-# Concurrency & durability
-
-This guide documents the runtime architecture decisions that keep live game
-state safe: the single-owner loop, single-file durable money, the account
-lifecycle transactions, and the graceful-shutdown sequence.
-
-## Single-owner game state
-
-One goroutine — the **owner loop** (`internal/game/owner.go`) — executes all
-mutation of live game state: session input handlers, connect/disconnect
-transitions, every tick callback (the master per-tick system sequence and all
-dynamically registered callbacks), and admin mutations. Network and admin
-goroutines submit tasks; they never touch live players, sessions, Hub
-membership, or game runtime maps directly.
-
-Rules:
-
-- `Game.RunOnOwner(fn)` (and `Game.HandleSessionOnOwner` for session input)
- block the caller until the closure has executed on the owner. Connection
- goroutines submit one task per input line, giving per-client backpressure
- without ever blocking another client.
-- A FULL task queue applies backpressure: submitters block until the owner
- drains a task, and a full queue never bypasses the owner — running a task
- on the caller's goroutine while the owner keeps executing would break the
- single-owner invariant. A STOPPED owner (graceful shutdown, after
- admissions have closed) refuses the task and drops it rather than running
- it on the caller's goroutine: `RunOnOwner` returns without executing the
- closure, because running it there would mutate live state concurrently
- with the shutdown sequence and after the final-save barrier. (Synthetic
- tests that construct a Game without an owner run tasks inline on the
- caller.)
-- Code already running on the owner must NOT call `Game.RunOnOwner` — it
- would deadlock waiting for itself. Owner-executed code calls functions
- directly.
-- Task execution is FIFO, so tick callbacks serialize against session input
- and admin mutations in submission order. Tick callbacks still run in
- engine registration-ID order (see tick_order.md); the owner wrapper only
- moves their execution onto the owner goroutine.
-- Slow clients cannot stall the world: `Session` writes are queued
- (`net.Session.StartWriter` puts a transport session into queued mode) and a
- dedicated per-session writer goroutine performs the network I/O with
- per-message write deadlines. A full queue disconnects only that client.
-- Saves run on the owner and serialize a value snapshot; concurrent
- read-modify-write cycles of the same files cannot happen.
-- Password work is the one deliberate exception: Argon2id verification and
- hashing (~64 MiB, tens of milliseconds) run on the CALLER's connection
- goroutine in `HandleSessionOnOwner` (`StatePassword` and
- `StateNewAccount` are intercepted before any owner task is submitted).
- A burst of logins therefore costs memory and CPU on connection
- goroutines, never a stall of the owner's command/tick queue. The owner
- task re-checks the stored hash against the one that was verified so a
- password change mid-login cannot authorize a stale attempt, and
- `player.hashLimiter` caps concurrent Argon2id computations at 4.
- All resulting state transitions (echo, session state, account saves)
- still happen on the owner.
-
-Unit tests construct Games without an owner; such Games run submitted tasks
-inline on the caller's goroutine (legacy behavior), which is fine for
-synthetic tests but production Games always have the owner (started by
-`game.New`).
-
-## Admin editor isolation
-
-All `/api/` routes run through one boundary in `internal/admin/owner.go`:
-
-1. Authenticate, read the request body (maximum 8 MiB) on the HTTP goroutine.
-2. Submit one synchronous `Game.RunAdminOnOwner` task. The **whole handler**
- runs there: validation against current files, plan construction, file
- commits, runtime migration/eviction, store reloads, and undo history.
-3. Write the buffered response on the HTTP goroutine after the task finishes.
-
-Reads use the same boundary so editor API reads cannot observe half an edit.
-Neither slow uploads nor slow downloads hold the owner. File I/O does: large
-bulk edits can briefly pause gameplay. This deliberately avoids a second
-transaction scheduler, fine-grained locks, or optimistic plan retries. Use a
-maintenance window for large world reorganizations.
-
-`RunAdminOnOwner` rejects requests during shutdown with HTTP 503, including
-requests queued before shutdown but not yet started. It never executes on the
-HTTP goroutine after the owner stops. A disconnected request is skipped if it
-has not started; once started, its edit completes even if the browser leaves.
-A failed/lost HTTP response is not proof that the edit did not commit.
-
-### Endpoint inventory and callback contract
-
-| API family (all behind the same boundary) | Mutations / live dependencies |
-| --- | --- |
-| `/rooms`, `/rooms/{id}`, `/rooms/new-empty` | Room create/update/delete, room index and runtime room state |
-| `/rooms/link`, `/rooms/insert`, `/rooms/remove`, `/rooms/move`, `/rooms/rename`, `/rooms/swap` | Multi-file room plans, course changes, room-ID migration or eviction where applicable |
-| `/rooms/bulk-edit`, `/rooms/bulk-delete`, `/rooms/resolve-duplicate` | Bulk room changes, indexes and runtime cleanup |
-| `/room-dirs/create`, `/room-dirs/rename` | Room file organization and indexes |
-| `/items`, `/mobs`, `/drops`, `/hazards` and their ID routes | Definitions plus existing cache/index invalidation; items also rebuild crafting |
-| `/objects`, `/techs`, `/modules`, `/triggers` and their ID routes | Definition files; existing manual-reload semantics remain unchanged |
-| Entity `/rename`, `/move`, `/dirs` routes | Definition file organization, undo history, existing cache invalidation |
-| `/courses`, `/courses/{id}` | Course files, exit reconciliation, course store reload |
-| `/files`, `/files/rename` | Raw file data and history; NOT a semantic room-ID migration or automatic cache reload |
-| `/colors`, `/colors/reset` | Persisted config and live color maps |
-| `/undo/undo`, `/undo/redo` | File images, room-ID migration, index/cache rebuilds, history together |
-| Remaining API routes | Read-only queries; serialized to get coherent snapshots |
-
-Register new endpoints on `apiMux`, never outside this boundary. Do not wrap
-individual callbacks in `RunOnOwner`: they are **already on the owner**.
-`cmd/thoi/main.go` wires direct course reload, craft rebuild, casino eviction,
-and `MigrateRoomIDsOnOwner` callbacks. `UndoStack`'s mutex protects history,
-not gameplay: its apply path and the following rebuild must remain in the
-same enclosing API task. Login password rehash saves and history clearing
-also run on the owner, with expensive password hashing outside it.
-
-This guarantees **isolation from gameplay**, not new crash-atomicity or
-rollback guarantees for every editor operation. Existing file transaction
-and error behavior is unchanged. Raw Files edits and external filesystem
-writes still bypass semantic validation/migrations; use structured room
-operations for live renumbering, and stop the game for external bulk edits.
-Some definition editors still need the in-game `reload` command; serialization
-does not add missing cache invalidations or migrate existing spawned entities.
-
-## Durable money (single-file wallet)
-
-Money lives in the character file and **nowhere else**. Every casino money
-mutation is one atomic `AccountStore.SaveCharacter` (`persistence.WriteFile`:
-temp file → fsync → rename → directory fsync) that carries both the balance
-and the `Player.PendingWagers` ledger. There is no second durable store, so
-there is no cross-file crash window to reconcile.
-
-- **Wager** — debits chips then credits and appends a `PendingWager` (its
- wallet handle plus the exact chips/credits debited) in the SAME save. The
- entry stays until the round resolves.
-- **Settlement** — `PayCredits(amount, stakeIDs...)` credits the payout and
- removes the listed stakes in the same save. A table passes the hand's stake
- IDs (its payout includes their return); a slot win passes its triggering
- stake (its payout is winnings only). Either way the credit and the stake
- consumption are atomic, so a crash can never pay the win and refund the
- stake.
-- **Loss/forfeit** — `ResolveStake`/`ResolveStakes` consume the pending
- stakes in one save; the round resolved and the stake is gone.
-- **Refund** — `RefundOutstanding` returns every pending stake (chips in
- kind, credits as credits) and clears the ledger in one save. Graceful
- shutdown (`Game.runShutdown` → `Casino.RefundAll`) and eviction use it.
-
-A save failure **before replacement** reverts the in-memory balance and
-ledger together. On `persistence.ErrDurabilityUncertain`, every wallet
-operation (wager, payout, stake resolution, refund) instead keeps the applied
-balance and ledger, because the visible file already carries both. The wallet
-logs the storage fault and reports the operation as applied so callers do not
-retry a payout or refund a resolved stake. This does not promise survival of
-a subsequent OS/power crash; it prevents a later save from overwriting the
-visible result with reverted memory.
-
-At startup (`game.New` → `recoverPendingWagers`, `internal/game/money.go`)
-any stake still listed in a character's `PendingWagers` is refunded: a listed
-stake means the process died before its round resolved. That is the entire
-recovery story — no ordering, checkpoints, evidence, or operator queue.
-
-### Two-phase journal recovery is out of scope
-
-This game deliberately does **not** implement a durable money journal or
-two-phase crash recovery. That design was built and then removed: it required
-a second file (`data/economy/journal.jsonl`) plus balance checkpoints, record
-ordering (`Seq`), payout `Covers` linkage, `open_payouts` evidence, and a
-startup recovery pass with per-record ambiguity handling. Its entire purpose
-was to make an ungraceful stop mid-round produce zero credit discrepancies,
-at a cost of ~1,400 lines of engine code and ~2,000 lines of tests.
-
-With the crash-consistency bar deliberately lowered to "a rare ungraceful
-stop may lose or refund one in-flight stake, and must never double-pay", the
-single atomic character save is sufficient: a listed pending stake is
-refunded, and a settlement whose save fails before replacement leaves the
-stake pending and the win unannounced (never paid on top of the refund).
-Post-replacement uncertainty follows the applied-state policy above. Do not reintroduce
-a second money store, per-record ordering, or an operator-inspection queue
-without an explicit decision to restore bank-grade guarantees.
-
-Currency arithmetic is checked (`internal/casino/credits.go`): explicit
-`MaxCredits` cap, bounded `DefaultMaxBet` default (the explicit unlimited
-sentinel is still honored), floor conversion for payout multipliers, and
-overflow rejected instead of wrapping. The cap is shared by the wallet:
-bank withdrawals are rejected when they would push the on-hand balance
-past it, and gameplay credit grants (shop sales, pickups, activity
-payouts) clamp at the cap and log rather than wrap.
-
-## Account lifecycle transactions
-
-Account and character lifecycle operations (create, rename, delete, purge)
-are single journal transactions (`internal/persistence/txn.go`): a journal
-entry with before-images is written durably BEFORE any file changes, the
-operations apply, and the journal is removed at the commit point. Deletes
-sync their parent directory; moves sync both affected directories (once if
-they are the same). Rollback also syncs deletions, including retries where
-the file is already absent, before retiring the journal. An apply failure
-attempts rollback; if rollback fails, the journal stays for recovery. A crash
-mid-commit is rolled back at the next startup by `persistence.Recover`.
-
-Characters carry a stable UUID (`player.Player.ID`) and owner field
-(`player.Player.Account`), assigned at creation and backfilled at first
-startup. Cached membership authorizes by the character file's owner, not by
-its renameable filename, so a stale cached name can never authorize
-connecting, renaming, or deleting a character reassigned to another account.
-
-After any lifecycle mutation, `Game.publishAccountUpdate` republishes the
-account state to every authenticated session of that account — including
-sessions sitting in menus — resetting stale pending selections. The online
-check and the file mutation run as one owner step, closing the
-check-then-rename gap.
-
-## Graceful shutdown
-
-Signals (SIGINT/SIGTERM) and the in-game `shutdown` command converge on
-`Game.RequestShutdown`, which runs the sequence exactly once:
-
-1. **Admissions stop:** session input and disconnect forfeit/save callbacks
- become no-ops (server-initiated shutdown is not a player disconnect).
-2. **Tick stop and join:** `Engine.StopAndWait` stops the ticker and waits
- for the in-flight callback to finish.
-3. **Drain and persist (on the owner):** remaining queued commands execute,
- outstanding wagers are refunded (`Casino.RefundAll`), and every online
- character is saved. Save failures are logged for the operator.
-4. **Owner stop:** the owner loop drains and stops.
-5. **Transports close:** HTTP(S) servers drain, listeners close, and
- sessions flush their outbound queues before their sockets drop.
- `ListenAndServe` returns and main exits normally — no `os.Exit`.
-
-## Room-ID migration
-
-Live room-ID changes (admin rename, swapid) execute as one mutation plan:
-the renamed room's file (id field, filename, self-loop references) plus every
-other room whose references moved, applied as a single journal transaction,
-followed within the same owner task by the full runtime migration
-(`Game.MigrateRoomIDsOnOwner` for the editor): player
-state, Hub room buckets, casino room keys, world room-keyed state (ground
-items, seeded markers, object states), and live mob instances. Undo/redo
-store the whole plan (all before/after images plus the idMap) and apply the
-inverse/forward runtime migration through the same wired callback.