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|
package casino
import (
"fmt"
"math"
"math/rand"
"sync"
)
type machinePhase string
const (
machineReady machinePhase = "ready"
machineSpinning machinePhase = "spinning"
machinePayout machinePhase = "payout"
payoutDelay = 2
)
type Machine struct {
mu sync.Mutex
RoomID int
Config MachineConfig
player *Participant
bet int
phase machinePhase
spin *SlotSpin
reel int
clock int
freeSpins int
inFreeSpins bool
spinBet int
payoutRemainder float64
// featureBank holds the winnings of a paid round whose free-spin feature
// is still running. They are paid as ONE settlement when the feature
// ends: see finishSpin for why no payout may be journaled while the
// triggering stake is outstanding.
featureBank float64
profile SlotProfile
rng *rand.Rand
suspense bool
autoBet bool
autoCountdown int
// stakeFailed marks the in-flight stake whose payout could not be
// persisted: the stake record stays OPEN as recovery evidence, so the
// seat must not resolve (forfeit) it when the player leaves.
stakeFailed bool
}
func newMachine(roomID int, cfg MachineConfig, rng *rand.Rand) *Machine {
cfg = cfg.Normalize()
return &Machine{RoomID: roomID, Config: cfg, phase: machineReady, profile: machineSlotProfile(cfg), rng: rng}
}
func (m *Machine) join(name string) []Event {
m.mu.Lock()
defer m.mu.Unlock()
if m.player != nil {
return []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult, PrivateTo: name, Message: "That slot machine is occupied."}}
}
m.player = &Participant{Name: name, Connected: true}
events := []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventJoined, Player: name,
Message: fmt.Sprintf("%s sits down at the slots machine.", name),
PrivateMessage: "You sit down at the slot machine.", PrivateTo: name, Color: "casino_action", Public: true}}
return append(events, m.privateMenu("You sit down at the slot machine.")...)
}
func (m *Machine) setBet(name string, amount int, wallet Wallet) []Event {
m.mu.Lock()
defer m.mu.Unlock()
if !m.owns(name) {
return m.privateTo(name, "You aren't playing at a slot machine.")
}
if m.autoBet {
return m.private("Autobet is active. Type \"stop\" to stop playing.")
}
if m.phase != machineReady {
return m.private("You're in the middle of a spin!")
}
if amount < m.Config.MinBet || amount > m.Config.MaxBet {
return m.private(fmt.Sprintf("Slot machine bets must be %s.", betRangeText(m.Config.MinBet, m.Config.MaxBet)))
}
return m.beginSpinLocked(amount, wallet,
fmt.Sprintf("%s sets the bet to %d and pulls the lever.", name, amount),
fmt.Sprintf("Bet set to %d. You pull the lever on the slots machine.", amount))
}
func (m *Machine) start(name string, wallet Wallet) []Event {
m.mu.Lock()
defer m.mu.Unlock()
if !m.owns(name) {
return m.privateTo(name, "You aren't playing at a slot machine.")
}
if m.autoBet {
return m.private("Autobet is active. Type \"stop\" to stop playing.")
}
if m.phase != machineReady {
return m.private("You're in the middle of a spin!")
}
if m.bet <= 0 {
return m.private("Set a wager first with 'bet <amount>'.")
}
return m.beginSpinLocked(m.bet, wallet,
fmt.Sprintf("%s pulls the lever on the slots machine.", name),
"You pull the lever on the slots machine.")
}
func (m *Machine) beginSpinLocked(amount int, wallet Wallet, publicMessage, privateMessage string) []Event {
if _, err := wallet.Wager(amount); err != nil {
return m.private(walletErrorMessage(err, "You don't have enough chips and credits for that bet."))
}
m.bet = amount
m.spinBet = amount
m.player.Wallet = wallet
m.stakeFailed = false
m.spin = generateSlotSpinWithProfile(m.rng, m.spinBet, m.profile)
m.reel, m.clock, m.suspense = 0, 0, false
m.phase = machineSpinning
return m.playerAction(publicMessage, privateMessage)
}
func (m *Machine) enableAutoBet(name string, wallet Wallet) []Event {
m.mu.Lock()
defer m.mu.Unlock()
if !m.owns(name) {
return m.privateTo(name, "You aren't playing at a slot machine.")
}
if m.autoBet {
return m.private("Autobet is already active.")
}
if m.phase != machineReady {
return m.private("You're in the middle of a spin!")
}
if m.bet <= 0 {
return m.private("Set a wager first with 'bet <amount>'.")
}
m.player.Wallet = wallet
m.autoBet = true
m.autoCountdown = 0
return nil
}
func (m *Machine) stopAutoBet(name string) ([]Event, bool) {
m.mu.Lock()
defer m.mu.Unlock()
if !m.owns(name) || !m.autoBet {
return nil, false
}
m.autoBet = false
m.autoCountdown = 0
return m.private("Autobet stopped. You remain at the slot machine."), true
}
func (m *Machine) tick() []Event {
m.mu.Lock()
defer m.mu.Unlock()
if m.autoBet && m.player == nil {
// Defensive: autobet can never run without a seated player.
m.autoBet, m.autoCountdown = false, 0
}
if m.phase == machineReady && m.autoBet {
return m.autoBetTick()
}
if (m.phase != machineSpinning && m.phase != machinePayout) || m.spin == nil {
return nil
}
if m.phase == machinePayout {
m.clock++
if m.clock < payoutDelay {
return nil
}
m.clock = 0
m.phase = machineReady
return m.finishSpin()
}
m.clock++
delay := m.Config.SpinTicks
if m.suspense && delay < 4 {
delay = 4
}
if m.clock < delay {
return nil
}
m.clock = 0
m.reel++
message := fmt.Sprintf("Reel %d stops...", m.reel)
events := m.publicSlot(message, m.reel)
if m.reel < slotGridReels && stoppedScatters(m.spin.Grid, m.reel, m.profile.FreeSpinTrigger) >= 2 && !m.suspense {
m.suspense = true
events = append(events, m.public("Two scatters! The remaining reels slow down...")...)
}
if m.reel < slotGridReels {
return events
}
m.phase = machinePayout
m.clock = 0
return events
}
func (m *Machine) autoBetTick() []Event {
m.autoCountdown++
switch m.autoCountdown {
case 1:
return m.private("Autobet enabled!")
case 2:
return m.private(`Type "stop" to stop playing`)
case 3:
m.autoCountdown = 0
if m.bet <= 0 || m.player.Wallet == nil {
m.autoBet = false
return m.private("Autobet stopped: no wager is set.")
}
if _, err := m.player.Wallet.Wager(m.bet); err != nil {
m.autoBet = false
return m.private(walletErrorMessage(err, "Autobet stopped: you don't have enough chips and credits for that bet."))
}
m.spinBet = m.bet
m.stakeFailed = false
m.spin = generateSlotSpinWithProfile(m.rng, m.spinBet, m.profile)
m.reel, m.clock, m.suspense = 0, 0, false
m.phase = machineSpinning
return m.playerAction(fmt.Sprintf("%s starts an automatic spin.", m.player.Name), fmt.Sprintf("Betting... %d credits.", m.bet))
default:
return nil
}
}
// finishSpin resolves the spin that just stopped: it pays that spin's
// winnings, advances or starts the free-spin feature, and resolves the
// triggering stake once the whole round (feature included) is over.
//
// A free-spin feature pays out as ONE settlement when it ends. While the
// feature runs its winnings are banked in memory and nothing is journaled:
// the triggering stake stays OUTSTANDING until the feature completes, and
// recovery reads ANY payout record for the player as proof that the round
// resolved (a PayCredits record carries no stake linkage, see the Wallet
// contract). Paying a free spin as it landed would therefore make a crash
// mid-feature settle the stake instead of refunding it, contradicting the
// refund-on-crash contract that a graceful shutdown honors.
func (m *Machine) finishSpin() []Event {
events := []Event{}
result := m.spin.Payout + m.payoutRemainder
// Checked conversion: a runaway profile or overflow must clamp at the
// economy cap instead of wrapping through a machine-sized int. A NaN or
// negative result is a corrupt computation, not a jackpot: clamp it to
// zero (fail closed) rather than up to the economy ceiling (fail open).
if math.IsNaN(result) || result < 0 {
result = 0
} else if result > MaxCredits {
result = MaxCredits
}
credits := int(math.Floor(result))
m.payoutRemainder = result - float64(credits)
// A spin belongs to a feature when it is a free spin or when it just
// triggered one; the feature (and with it the round) resolves on the
// last free spin.
triggered := m.spin.ScatterCount >= 3 && m.freeSpins == 0 && !m.inFreeSpins
inFeature := m.inFreeSpins || triggered
featureEnds := m.inFreeSpins && m.freeSpins == 0
payNow := credits
switch {
case inFeature && !featureEnds:
m.featureBank += float64(credits)
payNow = 0
case featureEnds:
payNow = credits + int(m.featureBank)
m.featureBank = 0
}
payFailed := false
if payNow > 0 && m.player.Wallet != nil {
if err := m.player.Wallet.PayCredits(payNow); err != nil {
// The payout could not be made durable; recovery will re-apply
// the owed amount from the open journal record. Do not announce
// the win as paid, stop any autobet chain, and keep the stake
// OPEN (stakeFailed): resolving it here would erase the refund
// evidence for the owed settlement.
payFailed = true
m.stakeFailed = true
m.autoBet, m.autoCountdown = false, 0
failedEvents := m.private(payoutFailedMessage())
failedEvents[0].Color = "casino_payout"
events = append(events, failedEvents...)
}
}
if payNow > 0 && !payFailed {
message := fmt.Sprintf("\nYou win %d credits.", payNow)
switch {
case inFeature && !featureEnds:
// Banked, not spent: say so, or the player would read the win
// as already in their balance.
message = fmt.Sprintf("\nYou win %d credits, paid when the free spins end.", payNow)
case featureEnds:
message = fmt.Sprintf("\nThe free spins pay %d credits.", payNow)
}
winEvents := m.private(message)
winEvents[0].Color = "casino_payout"
if payNow > m.spinBet {
winEvents[0].Color = "casino_big_win"
}
events = append(events, winEvents...)
}
if len(m.spin.Wins) > 0 {
winEvents := m.private(formatWins(m.spin.Wins, m.profile.Ways))
winEvents[0].Color = "casino_win"
events = append(events, winEvents...)
}
// A paid feature in progress never retriggers: scatters landing during a
// free spin are ignored, matching the CalculateRTP model (the feature is
// a fixed number of automatic spins). Retriggering only on a paid spin
// keeps the machine's actual return aligned with that model.
if triggered {
m.freeSpins = m.profile.FreeSpinCount
m.inFreeSpins = true
events = append(events, m.public(fmt.Sprintf("Three scatter symbols trigger %d free spins!", m.profile.FreeSpinCount))...)
}
if m.freeSpins > 0 {
// A feature is in progress: the triggering stake stays OUTSTANDING
// until the bonus completes, so a graceful shutdown (or crash) while
// free spins remain refunds the stake through RefundOutstanding /
// startup recovery instead of silently eating the feature.
m.freeSpins--
m.phase = machineSpinning
m.spin = generateSlotSpinWithProfile(m.rng, m.spinBet, m.profile)
m.reel, m.clock, m.suspense = 0, 0, false
events = append(events, m.public(fmt.Sprintf("%d free spins remain.", m.freeSpins))...)
} else {
m.inFreeSpins = false
if !payFailed && m.player.Wallet != nil {
// The paid round fully resolved (the feature either never
// started or just completed; free spins wager nothing): the
// stake is no longer outstanding.
m.player.Wallet.ResolveStakes()
m.stakeFailed = false
}
if !m.autoBet {
events = append(events, m.menuEvents("")...)
}
}
return events
}
func (m *Machine) leave(name string) []Event {
m.mu.Lock()
defer m.mu.Unlock()
if !m.owns(name) {
return nil
}
if m.phase != machineReady {
return m.private("You're in the middle of a spin!")
}
m.resetSeat()
return []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventLeft, Player: name,
Message: fmt.Sprintf("%s stands up from the slots machine.", name), PrivateMessage: "You stand up from the slot machine.", PrivateTo: name, Color: "casino_action", Public: true}}
}
// resetSeat frees the machine, discarding any in-flight spin and autobet
// state. A wager already taken for a spin in progress is forfeited: its
// stake is resolved so startup recovery does not refund it. The exception
// is a stake whose payout could not be persisted (stakeFailed): the open
// stake record is the only evidence of the owed settlement, so it is left
// unresolved for recovery (or the shutdown refund) to complete.
func (m *Machine) resetSeat() {
if m.player != nil && m.player.Wallet != nil && !m.stakeFailed {
m.player.Wallet.ResolveStakes()
}
m.player = nil
m.bet = 0
m.spin = nil
m.spinBet = 0
m.phase = machineReady
m.reel, m.clock, m.suspense = 0, 0, false
m.freeSpins = 0
m.inFreeSpins = false
m.payoutRemainder = 0
m.featureBank = 0
m.autoBet, m.autoCountdown = false, 0
m.stakeFailed = false
}
// markDisconnected removes the player from the machine, forfeiting any
// in-flight wager, so the seat is immediately free for someone else.
//
// Already-landed free-spin winnings (featureBank) are NOT part of the
// in-flight wager: they are settled after resetSeat resolves the triggering
// stake, so the unlinked settlement cannot be read at recovery as covering
// that stake. If the round's payout could not be persisted (stakeFailed), the
// stake is left open for recovery and the bank is reported as forfeited
// rather than silently destroyed.
func (m *Machine) markDisconnected(name string) []Event {
m.mu.Lock()
defer m.mu.Unlock()
if !m.owns(name) {
return nil
}
bank := int(m.featureBank)
wallet := m.player.Wallet
stakeFailed := m.stakeFailed
m.resetSeat()
events := []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventLeft, Player: name,
Message: fmt.Sprintf("%s stands up from the slots machine.", name), Color: "casino_action", Public: true}}
if bank <= 0 || wallet == nil {
return events
}
switch {
case stakeFailed:
events = append(events, Event{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult,
PrivateTo: name, Player: name,
PrivateMessage: fmt.Sprintf("Your %d credits of banked free-spin winnings were forfeited because the round could not be persisted.", bank),
Color: "casino_action", Public: false})
case wallet.PayCredits(bank) != nil:
events = append(events, Event{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult,
PrivateTo: name, Player: name,
PrivateMessage: fmt.Sprintf("Your %d credits of free-spin winnings could not be persisted; they are recorded for recovery.", bank),
Color: "casino_action", Public: false})
default:
events = append(events, Event{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult,
PrivateTo: name, Player: name,
Message: fmt.Sprintf("%s's %d banked free-spin credits pay out on disconnect.", name, bank),
PrivateMessage: fmt.Sprintf("The house settles your %d banked free-spin winnings.", bank),
Color: "casino_action", Public: true})
}
return events
}
func (m *Machine) hasParticipant(name string) bool {
m.mu.Lock()
defer m.mu.Unlock()
return m.owns(name)
}
func (m *Machine) isBusy(name string) bool {
m.mu.Lock()
defer m.mu.Unlock()
return m.owns(name) && (m.autoBet || m.phase == machineSpinning || m.phase == machinePayout)
}
func (m *Machine) owns(name string) bool { return m.player != nil && m.player.Name == name }
func (m *Machine) private(message string) []Event {
return m.privateTo(m.player.Name, message)
}
func (m *Machine) privateTo(name, message string) []Event {
return []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult, PrivateTo: name, Message: message, Color: "casino_action"}}
}
func (m *Machine) public(message string) []Event {
return []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult, Player: m.player.Name, Message: message, Color: "casino_action", Public: true}}
}
func (m *Machine) playerAction(publicMessage, privateMessage string) []Event {
return []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult, Player: m.player.Name,
Message: publicMessage, PrivateMessage: privateMessage, PrivateTo: m.player.Name, Color: "casino_action", Public: true}}
}
func (m *Machine) publicSlot(message string, stopped int) []Event {
return []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult, Player: m.player.Name,
Message: message, Color: "casino_action", Public: true, Slot: &SlotSnapshot{Grid: m.spin.Grid, StoppedReels: stopped}}}
}
func stoppedScatters(grid [slotGridRows][slotGridReels]string, reels int, trigger string) int {
count := 0
for row := 0; row < slotGridRows; row++ {
for reel := 0; reel < reels && reel < slotGridReels; reel++ {
if grid[row][reel] == trigger {
count++
}
}
}
return count
}
func formatWins(wins []SlotWin, ways int) string {
message := fmt.Sprintf("Winning lines/ways (%d-way evaluation):\n", ways)
for _, win := range wins {
message += fmt.Sprintf(" %s x%d: %d ways x %.4gx bet / %d = %.4f credits\n", win.Symbol, win.Length, win.Ways, win.Multiplier, ways, win.Payout)
}
return message[:len(message)-1]
}
var slotCommands = []MenuCommand{
{Command: "bet <amount>", Desc: "Set your wager"},
{Command: "bet max", Desc: "Set the maximum wager"},
{Command: "spin", Desc: "Spin using your current wager"},
{Command: "autospin", Desc: "Start automatic betting"},
{Command: "stop", Desc: "Leave the slot machine"},
}
func (m *Machine) privateMenu(prefix string) []Event {
events := m.private(prefix)
events[0].Color = "casino_menu"
if m.phase == machineReady {
events[0].Menu = &MenuView{Kind: MenuSlotCommands, Commands: slotCommands}
}
return events
}
func (m *Machine) menuEvents(prefix string) []Event {
return m.privateMenu(prefix)
}
// refundAll refunds any outstanding stake at graceful shutdown/eviction and
// then DISCARDS the round (the machine closes with the process). The wallet
// resolves every outstanding stake exactly once; a completed spin has no
// outstanding stake and is not refunded again. A stake whose payout failed
// to persist (stakeFailed) is NOT returned here when an open payout record
// covers it — the journaled winnings prove the round resolved, so the stake
// was consumed by playing it and recovery re-applies the owed payout instead
// of double-paying the round. A bonus in progress keeps its triggering stake
// outstanding with no payout journaled, so a shutdown during the feature
// returns the stake (only the still-unplayed free spins' EV is forfeit); the
// winnings that have already landed are banked in featureBank and are paid
// through the wallet as a settlement, so a graceful shutdown preserves them
// exactly as the pre-banking code did. Locked.
//
// Discarding the round is what makes the call safe to repeat: a refunded
// round can never settle (and pay its spin) afterwards, so neither a second
// RefundAll nor a stray tick can pay the same round twice.
func (m *Machine) refundAll() []Event {
m.mu.Lock()
defer m.mu.Unlock()
if m.player == nil || m.player.Wallet == nil {
return nil
}
name, wallet := m.player.Name, m.player.Wallet
// Free-spin winnings that have already landed live only in featureBank
// until the feature ends (see finishSpin), so discarding the round must
// settle them or a graceful shutdown silently destroys them. Refund the
// outstanding triggering stake FIRST: the settlement that pays the bank
// below carries no stake linkage, so a journaled settlement with the
// stake still open would read at recovery as covering (and consuming)
// that stake, suppressing its refund.
chips, credits, err := wallet.RefundOutstanding()
refund := chips + credits
bank := int(m.featureBank)
bankFailed := false
if err == nil && bank > 0 {
// Only settle the bank once the refund is settled: on a failed refund
// the stake stays open for recovery, and a settlement payout would
// make recovery treat it as consumed instead of refunded.
if payErr := wallet.PayCredits(bank); payErr != nil {
bankFailed = true
}
}
// A refund that could not be made durable leaves the stakes open for
// recovery to complete; the round is still discarded, and marking the
// stake as failed keeps resetSeat from resolving (forfeiting) it. This is
// LOAD-BEARING, not dead code: on the RefundOutstanding error path the
// stakes are left open, and resetSeat's guard is the only thing that
// stops it from resolving them and erasing the recovery evidence.
m.stakeFailed = err != nil
m.resetSeat()
var events []Event
switch {
case err != nil:
events = append(events, Event{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult,
PrivateTo: name, Player: name,
PrivateMessage: "Shutdown refund could not be persisted; the stake is recorded for recovery.",
Color: "casino_action", Public: false})
case refund > 0:
events = append(events, Event{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult,
PrivateTo: name, Player: name,
Message: fmt.Sprintf("%s is refunded %d as the casino closes.", name, refund),
PrivateMessage: fmt.Sprintf("The house refunds your %d stake for the shutdown.", refund),
Color: "casino_action", Public: true})
}
// Announce the banked free-spin settlement, or its loss. resetSeat has
// already zeroed featureBank by this point, so a failed refund does NOT
// keep the bank in memory: the banked winnings are forfeited and only the
// trigger stake is recovered. Report that forfeiture explicitly (a
// stake-linked settlement that survives a failed shutdown refund is not
// implemented) instead of dropping it silently.
switch {
case bankFailed:
events = append(events, Event{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult,
PrivateTo: name, Player: name,
PrivateMessage: fmt.Sprintf("Your %d credits of free-spin winnings could not be persisted; they are recorded for recovery.", bank),
Color: "casino_action", Public: false})
case err != nil && bank > 0:
events = append(events, Event{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult,
PrivateTo: name, Player: name,
PrivateMessage: fmt.Sprintf("Your %d credits of banked free-spin winnings were forfeited because the shutdown refund could not be persisted.", bank),
Color: "casino_action", Public: false})
case err == nil && bank > 0:
events = append(events, Event{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult,
PrivateTo: name, Player: name,
Message: fmt.Sprintf("%s's %d free-spin credits pay out as the casino closes.", name, bank),
PrivateMessage: fmt.Sprintf("The house settles your %d banked free-spin winnings for the shutdown.", bank),
Color: "casino_action", Public: true})
}
return events
}
// idle reports whether no player is seated: only an idle machine may have
// its live rules replaced by new room configuration.
func (m *Machine) idle() bool {
m.mu.Lock()
defer m.mu.Unlock()
return m.player == nil
}
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