Commit Graph
3 Commits
Author SHA1 Message Date
davideandClaude Opus 5 7c4e9983ea Survive a dropped Electrum connection, and fall back to other servers
A dropped connection used to hang the whole platform permanently, and three
defects composed to do it (BUGS.md B-01):

The read loop's death was invisible. When the socket closed, _read_loop broke out
and finished, but _run_once was blocked on gather() over two notification
consumers waiting on queues nobody would ever fill again — it never returned and
never raised, so the reconnect-with-backoff logic was unreachable.
client.wait_closed() now resolves when the loop ends for any reason, and
_run_once races it against the consumers and a keepalive with
asyncio.wait(FIRST_COMPLETED).

Nothing had a timeout. request() registered a future, wrote to a half-closed
socket (drain() often doesn't raise) and awaited a reply that would never come.
That hung a POST /bets *while holding the per-user lock*, and could stop the
confirmation poller for good. Every request is now bounded at 15s, and a timeout
tears the connection down rather than leaving a server that owes us a reply in
rotation.

There was no keepalive, so on a quiet instance the normal way this connection
dies is an idle-timeout drop by the server (~10 minutes for many). A server.ping
every 60s makes that observable within a minute.

listener.client is also cleared before reconnecting, so callers stop treating a
dead connection as live.

On top of the finding, the listener now rotates over a list of servers:
ELECTRUM_FALLBACK_SERVERS holds comma-separated host:port[:notls] extras, tried
after the primary. Everything the platform does goes through this one connection
— deposit credits, broadcasts, confirmations, the chain tip the draw waits on —
which made a single hardcoded server its biggest point of failure. A failed or
dropped session moves to the next server immediately and only sleeps on the
backoff once every server has had a turn, so one dead server costs one attempt
instead of an outage, while a genuinely offline network still backs off. A
malformed entry fails at startup, not during the outage when the fallback is what
you need.

Also fixes B-19: header handling refuses a height below the current tip and
applies height and hex together, since _wait_for_next_block waits for
tip_height > tip_at_close (a regression silently added a block to the draw's
wait) and that hex is the draw's entropy source, so a mismatched pair would be
worse than a stale one.

Verified in the live deployment: the log shows the endpoint list, then "Electrum
connected to santantonio.sytes.net:50002", and the connection holds.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 00:34:59 +02:00
davideandClaude Opus 5 daf66fd6bc Fix the round-open race, the advertised jackpot, and payout error handling
Round opening (B-09). open_new_round_if_needed now handles the IntegrityError
from ix_rounds_single_active (previous commit) by rolling back and using the
winner's round. Deviation from the plan in BUGS.md, which proposed making the
scheduler the only writer: that would mean the first bet after a cooldown
couldn't open a round, so both callers stay and a bounded retry was added
instead — a conflict where nothing is active yet just means the winner hadn't
committed, and a bet must not fail on that timing. get_active_round also logs
loudly if it ever sees more than one active round rather than silently picking
the newest.

The jackpot (B-11). It was participant_count * the *current* bet_amount_sats,
which overstated the pool (each stored bet is already net of that bet's network
fee) and silently rewrote the advertised jackpot of a round in progress whenever
an operator edited the bet amount. It now sums the participants' stored
bet_amount_sats. The remaining imprecision — the payout tx's own fee, deducted
from the winner's share and unknowable until the payout is built — is documented
in the code rather than promised away, since the comment there claimed exactness.

Payout (B-05, B-18). _trigger_payout is split into read / build+broadcast /
persist, so no DB session is held across a network call (on SQLite that meant
holding the write lock for two unbounded round-trips). That restructuring is also
what makes the error handling placeable: it now catches Exception around the
chain work and writes a payout_failed audit entry, where a malformed fee_address
used to raise EmbitError all the way to the scheduler's catch-all, leaving the
round stuck in paying_out with nothing recorded about why. Automatic payout retry
remains an open gap.

The scheduler also counts "building" participants as in-flight when deciding
whether a round may close, matching the two-phase bet write.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 00:32:22 +02:00
davideandClaude Sonnet 5 6a857f0e07 Show pending-inclusive balance and per-player round outcome reliably
Balance display: place_bet/request_withdrawal spend whole UTXOs and mark
them spent at broadcast time, well before confirmation, so the confirmed-only
balance could drop by far more than the amount actually moving. Add
compute_pending_balance() (app/wallet/balance.py) to fold the unconfirmed
change from in-flight bet/withdrawal PendingTransactions back in; GET
/users/me now returns pending_balance_sats + has_pending, and the frontend
shows it colored green (settled) or amber (still pending) instead of the
confirmed-only figure.

Round outcome display: the win/lose reveal and the "pagamento al vincitore
in corso" status were fighting over the same UI slot, and the reveal broke
across a page refresh. Now:
- The round-status box (generic phase progress) and the personal win/lose
  box are independent and can both be visible at once.
- The win/lose box only renders for users who actually played in that round
  (new user_played field on GET /rounds/current, via a new optional-auth
  dependency so the endpoint stays usable logged-out).
- The reveal delay is anchored to the round's server-provided closes_at
  instead of a client-side "first seen" timestamp, so repeated reloads can't
  reset it, and the revealed result is persisted in localStorage so it
  survives a refresh even after the round has fully closed.
- GET /users/me/last-round-result is a durable DB-backed backstop for
  players who miss the live window entirely (backgrounded tab, offline).

Also hardens the frontend polling loop: call() now times out instead of
hanging forever, and a session-epoch counter stops an in-flight request from
a previous login from resurrecting a duplicate poll loop after logout.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-23 10:09:12 +02:00