v1.2.0: planes.owner_id + ownership checks + per-player onboarding (ISS-108, ISS-109)
CI / build + unit + e2e (pull_request) Successful in 13m46s
CI / build + unit + e2e (pull_request) Successful in 13m46s
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# Changelog
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## v1.2.0 — 2026-09-26 16:25
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- **Multiplayer step 4/12 (ISS-108): per-player onboarding.** New registrants start with a starter plane at EDDF, not just cash: `buildStarterPlane(airports, id)` is extracted from `buildSeed` in `lib/game/seed.ts` (byte-identical values to the fresh-install seed — same model, full tank, hub location, no RNG draws; only the id differs) and reused by `POST /api/register`, which inserts it owned by the new player. The test-only mint hook does the same for custom usernames, so e2e-created accounts are onboarded like real ones. ponytail comment marks legacy players without planes (pre-v1.2.0 test mints) as out of scope — they keep exactly what they had.
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- **Multiplayer step 5/12 (ISS-109): `planes.owner_id` + ownership checks.** New `owner_id TEXT NOT NULL` column in the raw DDL and Drizzle mirror; one-time guarded migration (`migrateColumns`, PRAGMA table_info check) backfills every pre-v1.2.0 row to `'local'` via SQLite's constant ALTER default, so a migrated world's planes all belong to the seeded local player exactly as before — idempotent on second open. All seven plane actions plus `repairPlane` now take the session player's id and reject foreign planes with 403 "not your plane" through one shared `assertPlaneOwner()` (checked right after the 404 fetch, so ownership errors win over state errors); `performAction` passes `auth.player.id` as its callback's second argument, keeping every route a pure pass-through. Economy is per-player: new `getPlayer(inst, id)` / `updatePlayerEconomy(inst, id, patch)` in `lib/db/localPlayer.ts` replace the local-only helpers at every action call site (a non-local buyer now debits their own cash; `getLocalPlayer` stays for the snapshot and engine until per-player views land). The sell-plane last-plane guard is PER OWNER — you can't sell your last plane even if other players' planes exist, and selling one of two of yours is fine. `buyPlane` stamps the buyer as owner of the delivered plane.
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- **Mint hook default → kamilkrzywda.** The e2e specs play with the seeded world's planes by id (`plane-starter`), so the no-body mint now resolves to the existing local player that owns them after backfill — creating NO new rows; a custom username still creates a fresh account, now WITH onboarding. `e2e/auth.ts` and every spec are untouched: they keep working because the session they mint is the owner's.
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- **OpenAPI.** The seven plane-targeted action endpoints document the new 403 (buy-plane has no plane target, so it gains none); path count unchanged at eighteen — `openapi.test.ts`'s per-endpoint error-code lists updated to match.
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- **Tests.** Unit: new backfill migration test in `lib/db/client.test.ts` builds a pre-v1.2.0 file (two planes without owner_id) and verifies open() backfills both to `'local'`, does not re-seed, and is a no-op on second open (a post-migration owner change survives reopen); new ownership suite in `lib/game/actions.test.ts` — 403 for every action when the session player doesn't own the plane (both directions), per-owner last-plane guard against the world total, buyer stamped as owner with their own cash debited and local's untouched; register + mint route tests assert exactly one onboarding plane at EDDF owned by the new account. All 74 existing action call sites in `actions.test.ts` now pass `'local'`; no e2e spec changes needed (the minted session is the owner's).
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## v1.1.0 — 2026-09-26 14:39
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- **Multiplayer step 3/12 (ISS-107): every game route is session-guarded; new accounts can register.** `lib/auth.ts` grows a shared guard on top of the v0.71.0 session plumbing: `requireAuth(req)` (X-Flight-Session header) and `requireAuthSse(req)` (header OR `?session=` query — EventSource cannot set headers), both returning either `{ok, inst, user, player}` or a ready-made 401/500 response. The guard joins `players` on the account's username, so the seeded admin resolves to the v1.0.0 local player row; an account with no players row is a data error → 500. Coverage: `/api/state`, all eight action routes (one `performAction(req, fn)` call site in `lib/game/actions.ts` guards them all), and the SSE stream (`/api/events`, validated at connect — ponytail comment names the mid-stream ceiling). Exempt by design: `/api/version`, `/api/openapi`, `/api/airports`, `/api/login`, `/api/register`, `/api/logout`, `/api/me`, the admin CRUD (own guard), and every `/api/test/*` hook.
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- **POST /api/register.** Strict body validation (exactly `username` + `password`; unknown fields 400); username lowercased, then 3–20 chars of `[a-z0-9_-]` else 400; password ≥8 chars else 400; 409 when taken. Creates the users row (scrypt via the same `hashPassword()` login verifies) AND a players row with the starter economy (`STARTING_CASH`/`STARTING_REPUTATION`) — one randomUUID shared by both rows — then mints a session immediately and returns `{sessionId, user}` like `/api/login`, so sign-up needs no second round-trip.
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