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# Project Conventions for zagan-bet
## Type Safety
- SQLite `INTEGER` is `i64`. Never cast to `u64` without a bounds check.
- Balance, bet, and winnings fields must agree on `i64` or `u64` across the
entire codebase — pick one and enforce it.
- Negative balance is a state the DB can represent; the application must reject
plays that would produce one, not silently wrap via `as u64`.
## Game Logic
- Never compute the same payout/result in two places. `process_action` and
`calculate_result` must not both independently derive winnings.
The canonical split: `process_action` mutates state and stores raw data
(reels, win_type); `calculate_result` reads that data and produces the
`GameResult`. One path, one formula.
- When checking symmetry (e.g. two-of-a-kind), enumerate **all** pairs, not
just adjacent indices. `[a, b, a]` is a valid match.
## Session Tracking
- Every `PLAY_START` must produce a session entry before the balance is
touched. The session is the audit trail for the deduction; without it the
deduction is orphaned.
- Multi-step games (blackjack, crash) reserve with `database::reserve_play`:
the debit and the `pending_plays` row are one transaction. Settlement deletes
that row and writes the `plays` row in the same transaction.
- Sweep orphaned reservations only at startup (`recover_orphaned_reservations`),
never per connection. A per-connection sweep would settle another player's
live hand. An orphaned reservation is a forfeit, never a refund.
- Clean up sessions on client disconnect. If a game is in progress when the
connection drops, settle it as a forfeit (the reserved bet is lost) and
record the play; never refund an active hand.
## Server Handler
- Never hold a lock, drop it, then re-acquire it in the same function to
mutate the same resource. Acquire once, scope the lock to the operation.
- All balance mutations (`SET balance = balance ± ?`) must happen in a
transaction.
## Crash
- The client draws the multiplier from its own clock for display only. A
cashout carries a session id and nothing else; the multiplier and payout come
from the server's clock at receipt.
- Never send the crash point to the client before the round ends. A client that
knows it can cash out at `crash - epsilon` every round for a guaranteed win.
- The crash point is `max(1.0, (1 - edge) / (1 - u))`; do not "fix" the 1% of
rounds that crash at 1.00x. That is where the house edge is charged on an
instant cashout, and it is why no cashout lockout is needed.
- The crash event is a server-initiated line (`CRASH_BUSTED`), not a reply.
Client code must drain the socket on a timer and route pushed lines by
prefix instead of assuming the next line answers the last request.
- `ServerCore::poll` must be idempotent: it settles the round, removes the
session, and pushes once. A second poll must produce nothing.
## Client TUI
- `render_lines()` and `render()` must agree. If `render()` uses `\r\n`,
count lines against the same string the cursor will erase.
Prefer returning a fixed known count for the game's static layout and
letting dynamic content fill it, rather than inferring the count.
- The client refuses to start below 80x24 (`terminal_too_small`). Every game
board must fit in that size; a new board wider or taller than the minimum
must raise the minimum in the same change.
- A resize below the minimum warns, but never during a live round
(`ClientCore::is_live_game`): a reserved bet must be finishable.
## Schema
- The app is in alpha: do not write schema migrations. `init_db` creates the
current shape; a schema change means deleting `server.db` and `client.db`.
Files written by an older build are not supported.
## Error Paths
- When a game action fails after a balance deduction, the refund must happen
in the same transaction scope as the deduction, not as a separate
`execute()` call.
- Never silently ignore `Err` on balance mutations. If the refund fails,
log the username, balance, and operation; surface to the operator.
## Tests
- Every `calculate_payout` / `calculate_result` edge case gets a unit test
in `tests/`. Tests that exercise game logic use a deterministic seed or
a test helper that calls the function directly, not the network.
- A change to game logic that breaks an existing payout pattern must fail
a test before it reaches the server.
## TLS / TOFU
- See `src/tofu.rs` for the trust model. The fingerprint is over the
certificate's SPKI, not the whole certificate.
- Credentials are keyed by the SPKI fingerprint, not by address: one login
covers every address that presents the same key. Never look credentials up
by host.
- `forget_host` removes one address. Drop the credential only when no address
with that fingerprint remains, or two addresses for one server would stop
sharing a login.
- `save_host` must not wipe the fingerprint column. Use `ON CONFLICT ...
DO UPDATE SET last_used` — never `INSERT OR REPLACE`.
## Versioning
Use semantic versioning (`MAJOR.MINOR.PATCH`) in `Cargo.toml`.
- **MAJOR** — breaking protocol changes (wire format, TLS trust model,
database schema migration that can't auto-upgrade). Clients and servers
at different MAJOR versions are incompatible.
- **MINOR** — new features, new game types, new commands. Backwards
compatible: old clients work with new servers, new clients work with
old servers (they just don't see the new feature).
- **PATCH** — bug fixes, payout corrections, refactors that don't change
observable behavior.
Bump the version in `Cargo.toml` as the **last** step before committing
a release-worthy change. The commit message should contain the new version
number (e.g. `v0.2.0`).
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