blockyard 0.0.1 → 0.0.9

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Files changed (107) hide show
  1. package/CHANGELOG.md +679 -0
  2. package/LICENSE +202 -0
  3. package/NOTICE +4 -0
  4. package/README.md +172 -4
  5. package/SECURITY.md +38 -0
  6. package/bin/blockyard.js +40 -0
  7. package/config/pool-map.json +2620 -0
  8. package/docs/API.md +1575 -0
  9. package/docs/ARCHITECTURE.md +1307 -0
  10. package/docs/AUTO-UPDATE.md +269 -0
  11. package/docs/CONFIGURATION.md +840 -0
  12. package/docs/DEFECTS.md +813 -0
  13. package/docs/EFFECTS-AGENTS.md +448 -0
  14. package/docs/GETTING-STARTED.md +202 -0
  15. package/docs/INSTALL.md +490 -0
  16. package/docs/MEASUREMENTS.md +1254 -0
  17. package/docs/PRIVATE-LEADERBOARD.md +230 -0
  18. package/docs/RULES.md +681 -0
  19. package/docs/SECURITY-AUDIT-2026-09-14.md +177 -0
  20. package/docs/SECURITY-AUDIT.md +258 -0
  21. package/docs/SECURITY.md +195 -0
  22. package/docs/STATE-2026-09-09.md +200 -0
  23. package/docs/TROUBLESHOOTING.md +298 -0
  24. package/docs/USER-GUIDE.md +1022 -0
  25. package/package.json +53 -5
  26. package/public/404.html +9 -0
  27. package/public/css/app.css +1785 -0
  28. package/public/index.html +893 -0
  29. package/public/js/about.js +112 -0
  30. package/public/js/agents.js +964 -0
  31. package/public/js/app.js +1312 -0
  32. package/public/js/arkanoid.js +806 -0
  33. package/public/js/blockanoid.js +347 -0
  34. package/public/js/blockout.js +347 -0
  35. package/public/js/blockpack.js +428 -0
  36. package/public/js/blockscene3d.js +2678 -0
  37. package/public/js/breakout.js +224 -0
  38. package/public/js/charts.js +635 -0
  39. package/public/js/depthchart.js +311 -0
  40. package/public/js/details3d.js +2957 -0
  41. package/public/js/explorer.js +405 -0
  42. package/public/js/feepalette.js +149 -0
  43. package/public/js/fmt.js +162 -0
  44. package/public/js/goggles.js +886 -0
  45. package/public/js/kiosk.js +41 -0
  46. package/public/js/login.js +83 -0
  47. package/public/js/markets.js +357 -0
  48. package/public/js/mining.js +1138 -0
  49. package/public/js/panels.js +966 -0
  50. package/public/js/pricechart.js +188 -0
  51. package/public/js/settings.js +1014 -0
  52. package/public/js/tetris.js +226 -0
  53. package/public/js/tetrust.js +356 -0
  54. package/public/js/tetsound.js +175 -0
  55. package/public/login.html +33 -0
  56. package/scripts/blockfile-measure.js +156 -0
  57. package/scripts/browser-check.mjs +286 -0
  58. package/scripts/check.js +173 -0
  59. package/scripts/decode-check.js +81 -0
  60. package/scripts/doc-counts.js +109 -0
  61. package/scripts/donate-qr.py +20 -0
  62. package/scripts/fake-node.js +534 -0
  63. package/scripts/index-bench.js +216 -0
  64. package/scripts/index-benchmark.js +117 -0
  65. package/scripts/index-build.js +40 -0
  66. package/scripts/live-render-check.mjs +89 -0
  67. package/scripts/manage-users.js +132 -0
  68. package/scripts/motion-check.mjs +138 -0
  69. package/scripts/pool-map.js +157 -0
  70. package/scripts/setup.js +410 -0
  71. package/scripts/shots.mjs +272 -0
  72. package/scripts/smoke.sh +327 -0
  73. package/scripts/ui.js +174 -0
  74. package/server/auth/sessions.js +221 -0
  75. package/server/auth/users.js +243 -0
  76. package/server/chain/blockfile.js +234 -0
  77. package/server/chain/index/build.js +193 -0
  78. package/server/chain/index/heights.js +36 -0
  79. package/server/chain/index/live.js +276 -0
  80. package/server/chain/index/rows.js +145 -0
  81. package/server/chain/index/store.js +154 -0
  82. package/server/chain/index/worker.js +109 -0
  83. package/server/chain/tx.js +310 -0
  84. package/server/collect/gbt.js +229 -0
  85. package/server/collect/logparse.js +765 -0
  86. package/server/collect/logtail.js +189 -0
  87. package/server/collect/markets.js +333 -0
  88. package/server/collect/mining.js +333 -0
  89. package/server/collect/monitor.js +2516 -0
  90. package/server/collect/nextblock.js +275 -0
  91. package/server/collect/sync.js +386 -0
  92. package/server/config.js +620 -0
  93. package/server/http/api.js +1275 -0
  94. package/server/http/explorer.js +418 -0
  95. package/server/http/server.js +412 -0
  96. package/server/http/sse.js +176 -0
  97. package/server/http/static.js +212 -0
  98. package/server/main.js +628 -0
  99. package/server/netinfo.js +253 -0
  100. package/server/rpc/allowlist.js +130 -0
  101. package/server/rpc/client.js +414 -0
  102. package/server/store/audit.js +148 -0
  103. package/server/store/history.js +220 -0
  104. package/server/store/ledger.js +290 -0
  105. package/server/store/ring.js +173 -0
  106. package/server/util/fmt.js +29 -0
  107. package/systemd/blockyard.service +100 -0
@@ -0,0 +1,230 @@
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+ # Blockchain leaderboards for the Diversions — scoping report
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+
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+ **Private local document.** Gitignored via `docs/PRIVATE-*.md`. Not a decision, not a commitment —
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+ a scoping of what this would actually take, written 2026-09-13.
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+
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+ > Note on the privacy guard: `test/privacy.test.js` scans `git ls-files`, so an ignored file is
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+ > outside it. That is how a real LAN address reached a commit earlier today. Nothing sensitive
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+ > should go in here on the assumption a test will catch it.
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+
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+ ---
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+
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+ ## The short answers
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+
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+ | question | answer |
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+ |---|---|
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+ | Do we need a Bitcoin address? | **Only if you want on-chain writes or signed identity.** A working leaderboard needs neither. |
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+ | How do people submit scores? | **A replay, not a score.** The server re-plays the game and computes the score itself. |
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+ | Can we do it for free? | **Yes, entirely** — if "use the blockchain" means *seed from a block hash and anchor by timestamp*. **No** if it means *one transaction per score*. |
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+ | What is the hard part? | **Not the blockchain.** It is proving a score was earned rather than typed into a POST body. |
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+
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+ ---
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+
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+ ## 1. The insight this whole design rests on
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+
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+ The three games were built with a pure-rules / screen split, and the rules are **deterministic by
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+ construction**. This was done for testability, but it is exactly what a trustworthy leaderboard
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+ needs.
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+
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+ Verified headless under Node on 2026-09-13:
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+
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+ ```
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+ tetris.js newGame(seed) with a seeded rng(seed); newGame(12345) twice → identical queue
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+ arkanoid.js hash01(key) everywhere, NO Math.random — capsules, minion lanes, drift phases
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+ breakout.js launch angle is an argument, not a roll
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+ all three "no DOM, no canvas, no clock"; they import and run fine in plain Node
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+ ```
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+
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+ Entry points for a replay: `step(g, dtMs)` (breakout, arkanoid), `tick(g)` / `move` / `rotate` /
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+ `hardDrop` (tetris). `tetrust.js` already drives the rules from a **fixed-step accumulator**
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+ (`while (G.acc >= ms)`), so a game is already a discrete sequence of steps, not a wall-clock
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+ animation.
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+
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+ **Therefore the server can replay a submitted game and recompute the score.** That is real
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+ anti-cheat, and it does not involve Bitcoin at all.
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+
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+ ## 2. What "use the blockchain" can usefully mean here
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+
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+ Four options, ranked by what they actually buy:
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+
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+ ### (a) Block hash as the game seed — free, and the best fit
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+
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+ The tip hash at game start becomes the seed. This gives three properties for nothing:
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+
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+ - **Unpredictable** — nobody can pre-compute a favourable piece order, because nobody knows block
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+ N+1's hash. (Miners have a marginal grinding advantage; irrelevant at this stake.)
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+ - **A lower time bound** — a game seeded from block N provably was not played before block N. That
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+ is a real timestamp, from our own node, at zero cost.
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+ - **A fair shared round** — everyone playing "the block 966,781 round" gets the same piece order, so
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+ scores are comparable in a way they never are with per-player seeds. This is the genuinely novel
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+ bit: a *per-block tournament*.
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+
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+ We already have the data: `/api/blocks` returns hashes, and the monitor is watching a node anyway.
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+
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+ ### (b) OpenTimestamps anchoring — free, proves *when*
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+
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+ Hash the leaderboard state periodically and submit the digest to public OTS calendar servers, which
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+ aggregate thousands of digests into one transaction. Produces a Bitcoin-anchored proof that the
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+ leaderboard said X at time T, and costs nothing because the calendar operator pays the fee.
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+
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+ Cost: one outbound HTTPS call to a third party, which conflicts with this project's "outbound
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+ connections are limited and on demand" stance — it would need to be opt-in and documented in
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+ `docs/SECURITY.md` alongside the exchange APIs.
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+
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+ ### (c) OP_RETURN per score — cheap, not free, and probably wrong
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+
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+ Real numbers from the node right now: fee estimates ≈ **5.65e-06 BTC/kvB ≈ 0.57 sat/vB**, relay
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+ floor 1 sat/vB. A minimal OP_RETURN transaction is ~200 vB → **~200 sats ≈ 15¢** at $77k.
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+
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+ But: needs a funded wallet, key custody, a UTXO set to manage, change handling, fee bumping when the
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+ mempool moves, and it puts arcade scores in every archival node on Earth, for ever. It also requires
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+ passing the node-writes gate, which currently needs four independent yeses and is off by default.
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+
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+ **Recommendation: no.** Use (a) for fairness and (b) for timestamping.
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+
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+ ### (d) Signed scores for pseudonymous identity — free via RPC, but legacy addresses only
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+
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+ A player signs their submission with a Bitcoin key; the address is their leaderboard identity. No
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+ funds, no on-chain footprint.
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+
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+ **Partly wrong as first written, corrected 2026-09-13 after the operator asked "why do we need
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+ crypto primitives — can't we just use the bitcoind rpc?".** They were right.
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+
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+ *Verifying* a user's signature needs no crypto code at all: **`verifymessage` is already permitted
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+ by our own allowlist** and the node does the pubkey recovery. Confirmed it genuinely evaluates
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+ rather than stubbing — a malformed signature errors `-3 Malformed base64 encoding`, and a bech32
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+ address errors `Address does not refer to key`.
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+
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+ What survives is an **asymmetry**: the node can verify, but it cannot sign *for us*. The Umbrel has
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+ no wallet loaded (`listwallets` → `[]`), `signmessage` is in our own deny list as a wallet mutator,
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+ and asking a user's node to hold the monitor's identity is the wrong layer anyway. So:
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+
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+ - **users proving they control an address** → pure RPC, no crypto, no dependency;
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+ - **the monitor holding its own identity and signing attestations** → local keys, which is a
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+ custody decision rather than a coding one.
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+
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+ Node 22 does have enough for the second if wanted: secp256k1 DER sign/verify, `ripemd160`, and
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+ therefore hash160 — a P2WPKH address derives zero-dependency (verified: produced a valid bech32
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+ address with a ~40-line encoder). It is *recovery* from a compact signature that Node lacks, and
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+ only the monitor-side signing path would need it.
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+
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+ **THE REAL CONSTRAINT IS ADDRESS TYPE, NOT CRYPTO.** Measured against the node on 2026-09-13:
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+
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+ | address | `verifymessage` |
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+ |---|---|
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+ | P2PKH `1...` | **works** — returned `false` for a wrong signature, i.e. it evaluated |
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+ | P2SH `3...` | error: `Address does not refer to key` |
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+ | P2WPKH `bc1q...` | error: `Address does not refer to key` |
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+ | P2TR `bc1p...` | error: `Address does not refer to key` |
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+
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+ Core's `verifymessage` implements the old "Bitcoin Signed Message" scheme, which is defined only
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+ for P2PKH. **Most modern wallets — including the one on an Umbrel — hand out `bc1q` or `bc1p`
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+ addresses, and those users cannot sign this way at all.** That is the main obstacle to the
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+ user-identity design, and no amount of our own code fixes it, because the limitation is in the
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+ signing standard rather than in us.
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+
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+ Options, in order of how much they cost:
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+
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+ 1. **Accept legacy-only**, and say so in the UI: "paste a `1...` address". Many wallets can still
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+ produce one; Sparrow, Electrum and Core itself can sign with a legacy key. Free, honest, and
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+ excludes some users.
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+ 2. **BIP-322** — the modern generalised signing scheme covering segwit and taproot, and what `bc1`
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+ wallets actually implement. **Checked, and the answer is no:** Core 31.1.0 (`/Satoshi:31.1.0/`)
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+ exposes `verifymessage`, `signmessage`, `signmessagewithprivkey`, `signrawtransactionwithkey`,
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+ `signrawtransactionwithwallet` and `enumeratesigners` — and **no BIP-322 method of any name**.
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+ So the node cannot verify a segwit or taproot signature for us. Supporting `bc1` identities means
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+ implementing BIP-322 verification ourselves, which needs precisely the secp256k1 primitives the
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+ RPC route was chosen to avoid. That is a substantial piece of work and a dependency-rule
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+ conversation, not an afternoon.
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+ 3. **Do not use Bitcoin signing for identity at all** — a chosen display name plus the replay proof.
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+ The replay is what makes a score trustworthy; the address only says *who*. If the leaderboard is
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+ local or shared-by-export, a name is sufficient and costs nothing.
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+
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+ ## 3. Recommended design
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+
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+ **Decision taken 2026-09-13: identity means _users prove who they are_** — the monitor holds no
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+ key, signs nothing, and custodies nothing. Everything below assumes that.
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+
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+ **Per-block tournaments, verified by replay, identified by address, anchored by timestamp.**
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+
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+ 1. A round opens when a block lands. Its hash seeds every game in that round.
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+ 2. The player plays locally, exactly as now.
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+ 3. On game over, the client submits a **replay**: `{ game, seedBlock, seedHash, steps[], claimedScore }`
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+ where `steps[]` is the discrete input sequence the fixed-step loop already produces.
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+ 4. The server imports the same pure rules module, replays the steps, and computes the score itself.
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+ The claimed score is ignored except as a cross-check — a mismatch is a rejected submission.
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+ 5. Accepted entries join the round's board. When the round closes (next block), the board is hashed
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+ and optionally OTS-anchored.
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+
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+ **Identity, if a player wants one** (optional — an anonymous entry is still replay-verified):
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+
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+ - The server issues a challenge string tied to the round (`blockyard:<round>:<nonce>`).
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+ - The player signs it in their own wallet and pastes address + signature.
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+ - We call `verifymessage` — already permitted by the allowlist, no crypto code, no key on our box.
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+ - `validateaddress` first, so a `bc1` address is refused with *"legacy `1...` addresses only, see
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+ BIP-322 note"* rather than a confusing `Address does not refer to key`.
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+
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+ Two allowlist additions are needed, one line each: `validateaddress` and `deriveaddresses`. Both
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+ are read-only and currently denied only because nothing had asked for them.
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+
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+ **Testing this path needs no wallet.** `signmessagewithprivkey` takes a WIF and a message and
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+ returns a signature, so a test can generate a genuine legacy-address signature as a fixture and
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+ assert that our verification accepts it and rejects a tampered message — without depending on a
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+ wallet existing on whatever node the suite runs against. That matters: the Umbrel has none
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+ (`listwallets` → `[]`), and the fake node in `scripts/fake-node.js` would otherwise have to grow a
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+ signing implementation.
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+
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+ Why this is worth doing: the leaderboard is **verifiable by anyone**. Given the replay, any third
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+ party can recompute the score using the same public rules file. That is a much stronger claim than
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+ most leaderboards can make, and it comes from the determinism that already exists.
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+
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+ ## 4. What it actually costs to build
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+
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+ | piece | size | notes |
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+ |---|---|---|
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+ | Record inputs in the three screen modules | **M** | The fixed-step loop already exists; capture `(stepIndex, action)` pairs. Arkanoid is the fiddliest — mouse position per step needs quantising or it is unreplayable. |
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+ | Headless replay harness | **S** | The rules already import under Node. Mostly a loop and a score readout. |
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+ | Replay determinism tests | **M** | The real work: proving client and server agree on every float. **See §5.** |
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+ | Submission API + storage | **S** | One POST, one GET, a JSON file per round. |
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+ | Round lifecycle from block events | **S** | The monitor already emits new-tip events. |
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+ | Leaderboard UI | **M** | A page, a per-round board, a "verify this replay yourself" button. |
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+ | OTS anchoring | **S** | Optional, opt-in, one HTTPS call. |
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+ | **Total** | **~2-4 days** | Assuming local/self-hosted scope. |
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+
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+ ## 5. The risks, honestly
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+
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+ - **Floating-point determinism is the sharp edge.** `breakout.js` and `arkanoid.js` advance ball
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+ physics with floats. Same JS engine, same order of operations, same result — but client and server
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+ are *different Node/browser builds*, and any divergence makes an honest player's replay fail
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+ verification. **This must be proven before building anything else**: record N real games in a
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+ browser, replay them server-side, and assert bit-identical scores. If it does not hold, the fix is
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+ integer or fixed-point physics, which is a rules rewrite. Tetris is much safer here — it is
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+ integer grid logic.
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+ - **Replay size.** A ten-minute Arkanoid game at 60 steps/second is ~36,000 steps. Compressible
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+ (most steps are "no input"), but it is not a 20-byte score.
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+ - **A leaderboard is inherently shared, and this app is not.** Blockyard is a single-user LAN
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+ monitor that ships open-access with a `viewer` ceiling. A *global* leaderboard means **you run a
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+ hosted service** — with moderation, abuse handling, data retention, and an endpoint strangers
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+ POST to. That is a different product with different obligations, not a feature of this one.
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+ Three honest scopes:
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+ - **Local only** — verified replays, your own high scores, no server. Nearly free to build.
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+ - **Shared export** — a signed/anchored replay file you can hand to someone else to verify.
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+ - **Hosted leaderboard** — the real product, and the one with ongoing cost and duty of care.
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+ - **Replay does not stop a bot.** It proves the score was *achievable under the rules*, not that a
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+ human earned it. A perfect Tetris bot submits perfectly valid replays. Per-block rounds limit the
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+ damage (everyone gets one shot at that seed) but do not eliminate it.
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+ - **Scope creep into custody.** The moment there is a funded address, this stops being a monitor and
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+ becomes something holding other people's money-adjacent state. Option (c) is where that starts,
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+ which is the strongest argument against it.
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+
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+ ## 6. Recommendation
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+
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+ 1. **Spike the determinism question first** (half a day). Everything else is wasted if browser and
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+ server disagree on ball physics.
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+ 2. Build **local-only** verified replays with block-hash seeds. Free, no address, no third party, no
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+ hosted service, and it delivers the interesting half: provably fair rounds and self-verifying
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+ scores.
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+ 3. Add **OTS anchoring** only if "provably at this time" matters to you. Opt-in, documented as an
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+ outbound connection.
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+ 4. **Do not** put scores on-chain per-game, and **do not** introduce a funded wallet.
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+ 5. Treat a hosted global leaderboard as a separate product decision, not a Diversions feature.