docs/frameworks/GAMIFICATION.md
Source of truth:
src/lib/gamification/,src/lib/db/gamification.ts,src/app/api/gamification/Last updated: 2026-06-28 — v3.8.40
OmniRoute includes a local-first gamification layer that rewards users for engaging with the platform — making requests, switching providers, creating combos, sharing tokens, and contributing to the community. All state lives in SQLite; federation with community servers is opt-in and push-based.
The system is designed to be zero-latency on the hot path — gamification events are dispatched fire-and-forget from the request pipeline and never block an LLM response.
Increase user engagement and retention by providing visible progress (XP, levels, badges), social proof (leaderboards), and economic incentives (token sharing, invite rewards).
| Feature | Description |
|---|---|
| XP & Levels | Earn XP per action; level up along a polynomial curve |
| Badges | 20+ achievements across 5 categories with 4 rarity tiers |
| Streaks | Daily active usage tracking with current/longest streak |
| Leaderboards | Global, weekly, monthly, token-sharing, and contribution scopes |
| Token Sharing | Transfer credits between users via double-entry ledger |
| Invite & Redeem | Referral codes with SHA-256 hashed storage |
| Community Servers | Federate with external OmniRoute instances |
| Anti-Cheat | Server-side scoring, rate limiting, z-score anomaly detection |
Client Request
→ /v1/chat/completions
→ handleChatCore() [open-sse/handlers/chatCore.ts]
→ ... (existing pipeline) ...
→ upstream response sent to client
→ setImmediate (fire-and-forget):
→ emitGamificationEvent() [src/lib/gamification/events.ts]
→ awardXp() [src/lib/gamification/xp.ts]
→ updateStreak() [src/lib/gamification/streaks.ts]
→ evaluateBadges() [src/lib/gamification/badges.ts]
→ updateLeaderboard() [src/lib/gamification/leaderboard.ts]
→ checkAnomalies() [src/lib/gamification/antiCheat.ts]
The event emitter is the single integration point. chatCore.ts calls
emitGamificationEvent() after the response is sent; the event module fans
out to XP, streak, badge, leaderboard, and anti-cheat subsystems.
src/lib/gamification/
events.ts ← entry point (called from chatCore.ts)
├── xp.ts ← XP calculation & level resolution
├── streaks.ts ← daily active streak tracking
├── badges.ts ← badge criteria evaluation
├── leaderboard.ts ← rank computation & SSE broadcasting
├── antiCheat.ts ← rate limiting & anomaly detection
├── sharing.ts ← token transfer ledger
├── invites.ts ← invite/redeem code management
├── servers.ts ← community server federation
└── notifications.ts ← SSE notification stream
src/lib/db/
gamification.ts ← all CRUD operations (8 tables)
src/app/api/gamification/
leaderboard/ ← GET rankings, POST manual refresh
leaderboard/stream ← SSE real-time updates
transfer/ ← GET history, POST send tokens
invite/ ← GET/POST codes, DELETE revoke
invite/redeem/ ← POST redeem a code
servers/ ← GET/POST/DELETE community servers
federation/score/ ← POST push score to server
federation/leaderboard/ ← GET pull leaderboard from server
notifications/ ← SSE badge/level-up notifications
anomalies/ ← GET anomaly reports (admin)
rotate/ ← POST rotate invite token secrets
All tables live in the main OmniRoute SQLite database, created by migration
060_create_gamification.sql. WAL journaling is inherited from the singleton
getDbInstance() in src/lib/db/core.ts.
┌─────────────────────────┐ ┌──────────────────────────┐
│ leaderboard │ │ user_levels │
├─────────────────────────┤ ├──────────────────────────┤
│ id TEXT PK │ │ api_key_id TEXT PK │
│ api_key_id TEXT │ │ xp INTEGER │
│ scope TEXT │ │ level INTEGER │
│ score INTEGER │ │ title TEXT │
│ period TEXT │ │ updated_at TEXT │
│ updated_at TEXT │ └──────────────────────────┘
└─────────────────────────┘
│
│ 1:N
▼
┌─────────────────────────┐ ┌──────────────────────────┐
│ user_badges │ │ badge_definitions │
├─────────────────────────┤ ├──────────────────────────┤
│ id TEXT PK │ │ id TEXT PK │
│ api_key_id TEXT │ │ name TEXT │
│ badge_id TEXT FK │ │ category TEXT │
│ earned_at TEXT │ │ rarity TEXT │
│ notified INTEGER │ │ criteria_type TEXT │
└─────────────────────────┘ │ criteria TEXT(JSON) │
│ description TEXT │
│ icon TEXT │
│ hidden INTEGER │
└──────────────────────────┘
┌─────────────────────────┐ ┌──────────────────────────┐
│ xp_audit_log │ │ token_ledger │
├─────────────────────────┤ ├──────────────────────────┤
│ id TEXT PK │ │ id TEXT PK │
│ api_key_id TEXT │ │ from_key_id TEXT │
│ action TEXT │ │ to_key_id TEXT │
│ xp_awarded INTEGER │ │ amount INTEGER │
│ metadata TEXT(JSON)│ │ idempotency_key TEXT UQ │
│ created_at TEXT │ │ created_at TEXT │
└─────────────────────────┘ └──────────────────────────┘
┌─────────────────────────┐ ┌──────────────────────────┐
│ invite_tokens │ │ community_servers │
├─────────────────────────┤ ├──────────────────────────┤
│ id TEXT PK │ │ id TEXT PK │
│ api_key_id TEXT │ │ name TEXT │
│ code TEXT UQ │ │ url TEXT │
│ token_hash TEXT │ │ token_hash TEXT │
│ uses INTEGER │ │ status TEXT │
│ max_uses INTEGER │ │ last_sync TEXT │
│ created_at TEXT │ │ created_at TEXT │
│ expires_at TEXT │ └──────────────────────────┘
└─────────────────────────┘
src/lib/db/gamification.tsFollows the standard OmniRoute pattern — imports getDbInstance() from
core.ts, exports typed CRUD functions. No raw SQL in route handlers.
Key functions:
| Function | Description |
|---|---|
upsertLeaderboardEntry() | Insert or update score for (api_key_id, scope, period) |
getLeaderboard() | Paginated rankings for a given scope/period |
getUserLevel() | Get or create user level record |
updateUserLevel() | Set XP, level, and title atomically |
getBadgeDefinitions() | All badge definitions (optionally filtered) |
getUserBadges() | Badges earned by a user |
awardBadge() | Insert badge earn (idempotent on badge_id) |
logXpAction() | Append to xp_audit_log |
getXpAuditLog() | Paginated audit history for a user |
insertLedgerEntry() | Double-entry transfer (in transaction) |
getBalance() | Sum of received minus sent for a user |
getTransferHistory() | Paginated transfer log |
createInviteToken() | Insert invite code + hashed token |
redeemInviteToken() | Look up by code, validate, increment uses |
upsertCommunityServer() | Register or update a federation server |
getCommunityServers() | List servers for a user |
deleteCommunityServer() | Remove a server registration |
File: src/lib/gamification/xp.ts
The XP required to reach level n follows a polynomial curve:
xp_for_level(n) = floor(100 * n^1.5)
| Level | XP to Next | Cumulative XP | Title |
|---|---|---|---|
| 1 | 100 | 100 | Beginner |
| 5 | 1,118 | 2,415 | Beginner |
| 10 | 3,162 | 10,523 | Explorer |
| 25 | 12,500 | 86,024 | Explorer |
| 50 | 35,355 | 345,529 | Expert |
| 75 | 64,952 | 948,683 | Master |
| 100 | 100,000 | 2,050,000 | Legend |
| Level Range | Title |
|---|---|
| 1 – 9 | Beginner |
| 10 – 24 | Explorer |
| 25 – 49 | Expert |
| 50 – 74 | Master |
| 75 – 100 | Legend |
| Action | XP | Description |
|---|---|---|
request | 1 | Per successful LLM request |
provider_switch | 5 | Switching to a different provider |
combo_create | 10 | Creating a new combo configuration |
combo_use | 2 | Using a combo (per target hit) |
badge_earned | 25 | Earning any badge |
streak_milestone | 15 | Reaching a streak milestone (7, 14, 30, 60, 90, 180, 365) |
referral | 50 | Successfully referring a new user |
token_share | 5 | Sharing tokens with another user |
daily_login | 3 | First request of the day |
model_diversity | 3 | Using a model not used in the past 7 days |
compression_use | 2 | Using prompt compression |
skill_use | 2 | Executing a skill via MCP |
export async function awardXp(
apiKeyId: string,
action: XpAction,
metadata?: Record<string, unknown>
): Promise<{ xp: number; level: number; title: string; levelUp: boolean }>;
XP_REWARDS[action] to get the XP amount.checkRateLimit() (anti-cheat: max 1000 XP/min per key).user_levels row.levelFromXp(totalXp).levelUp = true.user_levels row.xp_audit_log.levelFromXp(totalXp)Iterates level 1..100, summing xp_for_level(n) until the cumulative XP
exceeds totalXp. Returns the highest level whose threshold is met.
This is O(100) — acceptable since levels cap at 100.
File: src/lib/gamification/badges.ts
| Category | Description | Example Badges |
|---|---|---|
usage | Volume-based milestones | First Request, 1K Requests, 100K |
sharing | Token sharing and referrals | First Share, Generous (10 shares) |
contribution | Community engagement | Combo Creator, Provider Explorer |
streak | Consistency over time | Week Warrior, Monthly Devoted |
rare | Hard-to-get or hidden achievements | Early Adopter, Bug Reporter |
| Rarity | Color | Probability Hint |
|---|---|---|
common | Gray | Most users |
uncommon | Green | Active users |
rare | Blue | Dedicated users |
legendary | Gold | Top 1% |
| Type | Field | Description |
|---|---|---|
action_count | count | Perform action N times (e.g., 1000 requests) |
streak | days | Maintain streak for N consecutive days |
unique_count | field, n | Use N unique values (e.g., 10 different models) |
rank | scope, n | Reach rank N on a leaderboard scope |
first | — | Be the first to perform an action |
hidden | (varies) | Criteria not shown until earned |
Badge definitions are stored in badge_definitions as JSON criteria:
{
"type": "action_count",
"action": "request",
"count": 1000
}
emitGamificationEvent(event)
→ evaluateBadges(apiKeyId, event)
→ getBadgeDefinitions() # all definitions
→ getUserBadges(apiKeyId) # already earned (skip)
→ for each unearned badge:
→ matchesCriteria(badge, event, userState)
→ if match: awardBadge(apiKeyId, badgeId)
→ return notification payload
Evaluation is event-driven — it runs after every gamification event, but
only checks badges whose criteria.type aligns with the event action. This
keeps evaluation fast (< 5ms for most events).
matchesCriteria(badge, event, userState)| Criteria Type | Check |
|---|---|
action_count | getActionCount(apiKeyId, action) >= count |
streak | getCurrentStreak(apiKeyId) >= days |
unique_count | getUniqueCount(apiKeyId, field) >= n |
rank | getRank(apiKeyId, scope) <= n |
first | No prior xp_audit_log entry for this action type |
hidden | Delegates to the appropriate sub-check |
| Badge | Category | Rarity | Criteria |
|---|---|---|---|
| First Steps | usage | common | 1 request |
| Getting Warmed Up | usage | common | 100 requests |
| Power User | usage | uncommon | 1,000 requests |
| Centurion | usage | rare | 10,000 requests |
| OmniPower | usage | legendary | 100,000 requests |
| Provider Hopper | contribution | common | Use 5 different providers |
| Provider Master | contribution | uncommon | Use 20 different providers |
| Combo Architect | contribution | uncommon | Create 5 combos |
| Combo Grandmaster | contribution | rare | Create 25 combos |
| First Share | sharing | common | 1 token transfer |
| Generous | sharing | uncommon | 10 token transfers |
| Philanthropist | sharing | rare | Transfer 10,000 tokens total |
| Referrer | sharing | common | 1 successful referral |
| Network Builder | sharing | uncommon | 10 successful referrals |
| Week Warrior | streak | uncommon | 7-day streak |
| Monthly Devoted | streak | rare | 30-day streak |
| Unstoppable | streak | legendary | 365-day streak |
| Early Adopter | rare | legendary | Join during beta period |
| Compression Pioneer | rare | uncommon | Use compression 100 times |
| Skill Collector | rare | rare | Use 10 different skills |
| Model Explorer | contribution | uncommon | Use 15 different models |
File: src/lib/gamification/streaks.ts
Streaks are stored in the key_value table (shared utility table) under
namespaced keys:
| Key | Value | Description |
|---|---|---|
gamification:streak:{keyId} | {current},{longest},{lastDate} | Active streak data |
export async function updateStreak(
apiKeyId: string
): Promise<{ current: number; longest: number; milestone: boolean }>;
key_value.{current}, {longest}, {lastDate} (ISO date string).lastDate === today — no change (already counted today).lastDate === yesterday — increment current; update longest if needed.lastDate < yesterday — reset current = 1 (streak broken).milestone = true (caller awards XP and checks badges).new Date().toISOString().slice(0, 10)).
This is intentional — a single canonical timezone prevents gaming via
timezone hopping.current=1, longest=1, lastDate=today.File: src/lib/gamification/leaderboard.ts
| Scope | Period | Description |
|---|---|---|
global | all | All-time cumulative XP |
weekly | week | XP earned in current UTC week (Mon-Sun) |
monthly | month | XP earned in current UTC month |
tokens_shared | all | Total tokens transferred to others |
contributions | all | Combos created + providers used + skills used |
Ranks are computed at read time, not stored. This avoids stale rank data and eliminates the need for periodic rank recalculation jobs.
export async function getLeaderboard(
scope: LeaderboardScope,
period: string,
limit: number,
offset: number
): Promise<{ entries: LeaderboardEntry[]; total: number }>;
Query pattern:
SELECT api_key_id, score,
RANK() OVER (ORDER BY score DESC) as rank
FROM leaderboard
WHERE scope = ? AND period = ?
ORDER BY score DESC
LIMIT ? OFFSET ?
Weekly and monthly leaderboards rotate automatically:
leaderboard_archive with the period label.updateLeaderboard() call; the first request
of a new period triggers the rotation.This ensures weekly boards reset every Monday 00:00 UTC and monthly boards reset on the 1st of each month.
Endpoint: GET /api/gamification/stream
Client → GET /api/gamification/stream
→ SSE connection established
→ Server sends top-10 leaderboard snapshot immediately
→ Every 5 seconds: push updated top-10 if changed
→ Every 15 seconds: heartbeat comment (": heartbeat\n\n")
→ Client disconnects → cleanup (remove listener)
Event format:
event: leaderboard
data: {"scope":"global","entries":[...]}
event: leaderboard
data: {"scope":"weekly","entries":[...]}
: heartbeat
The SSE manager tracks connected clients per scope and only sends updates when the leaderboard data has actually changed since the last push.
File: src/lib/gamification/sharing.ts
Every transfer creates two rows in token_ledger:
| Row | from_key_id | to_key_id | amount |
|---|---|---|---|
| Debit | sender | receiver | +amount |
| Credit | receiver | sender | -amount |
Wait — the convention is:
| Row | from_key_id | to_key_id | amount | Meaning |
|---|---|---|---|---|
| Send | sender | receiver | +amount | Outflow from sender |
| Receive | receiver | sender | +amount | Inflow to receiver |
Balance is computed as:
SELECT
COALESCE(SUM(CASE WHEN to_key_id = ? THEN amount ELSE 0 END), 0)
- COALESCE(SUM(CASE WHEN from_key_id = ? THEN amount ELSE 0 END), 0)
AS balance
FROM token_ledger
WHERE from_key_id = ? OR to_key_id = ?
export async function transferTokens(
fromKeyId: string,
toKeyId: string,
amount: number,
idempotencyKey: string
): Promise<{ success: boolean; balance: number }>;
amount > 0, fromKeyId !== toKeyId.idempotency_key already exists in ledger.
If yes, return cached result.balance < amount, abort (insufficient funds).
c. Insert send row (from=sender, to=receiver, amount).
d. Insert receive row (from=receiver, to=sender, amount).token_share gamification event for XP + badge evaluation.{ success: true, balance: newBalance }.File: src/lib/gamification/invites.ts
A3K9-X7M2), human-readable,
displayed to the user.| Column | Value |
|---|---|
code | A3K9X7M2 (unique, indexed) |
token_hash | SHA-256(raw_token) |
The raw token is returned to the user exactly once at creation time. OmniRoute never stores or displays it again — only the hash persists.
When a user redeems a code, the system checks:
api_key_id.invite_tokens + redemption log).If either check fails, the redemption is rejected with a clear error message.
max_uses: 10 (configurable at creation).expires_at: 30 days from creation.File: src/lib/gamification/servers.ts
A community server is registered via an invite token issued by the remote server. The local instance:
POST /api/gamification/federation/leaderboard on the remote server
to validate the token and fetch the current leaderboard.status: connected.Federation uses overwrite sync, not additive:
Local Instance Community Server
│ │
├── push score ───────────────►│ POST /federation/score
│ { api_key_id, score } │ (server validates token hash)
│ │
├── pull leaderboard ─────────►│ GET /federation/leaderboard
│◄── top-N entries ────────────┤ (overwrites local cache)
│ │
└── health check ─────────────►│ GET /federation/health
(every 60s, timeout 5s) │
Federation requests include:
Authorization: Bearer <raw_token>
X-Federation-Version: 1
The remote server hashes the token and looks up the matching
community_servers row. This avoids transmitting the stored hash.
Each server record tracks:
| Field | Description |
|---|---|
status | connected, degraded, unreachable |
last_sync | ISO timestamp of last successful sync |
failures | Consecutive health check failures |
After 5 consecutive failures, status changes to unreachable and sync is
paused until a manual health check succeeds.
File: src/lib/gamification/antiCheat.ts
All XP calculations happen in src/lib/gamification/xp.ts. Clients never
submit a score — they submit actions, and the server computes XP. The
leaderboard.score column is only writable by server-side code.
| Limit | Value | Scope |
|---|---|---|
| Max XP per minute | 1,000 | Per API key |
| Max transfers per min | 10 | Per API key |
| Max transfer amount | 10,000 | Per transfer |
| Max daily transfers | 100,000 | Per API key |
Rate limits use an in-memory sliding window (same pattern as
RateLimitManager in open-sse/services/). Falls back to SQLite-backed
counters if the process restarts.
For each API key, the system maintains a rolling 7-day window of XP earned per hour. On each XP award:
z = (user_rate - mean) / stddev.z > 3.0 (3 standard deviations), flag as anomaly.Anomalies are logged to xp_audit_log with action = 'anomaly_detected'
and surfaced on the admin dashboard.
Every XP award, transfer, badge earn, and anomaly detection is logged to
xp_audit_log with:
| Field | Description |
|---|---|
api_key_id | Who |
action | What happened (xp_award, transfer, anomaly, …) |
xp_awarded | Amount (0 for non-XP events) |
metadata | JSON with context (action type, target, …) |
created_at | When (ISO 8601) |
Admins can query the full audit trail via GET /api/gamification/anomalies.
All routes follow the standard OmniRoute pattern:
Route → CORS preflight → Body validation (Zod) → Auth (extractApiKey)
→ Handler
| Method | Path | Description | Auth |
|---|---|---|---|
| GET | /api/gamification/leaderboard | Get leaderboard (scope, period, pagination) | Optional |
| POST | /api/gamification/leaderboard | Force refresh leaderboard cache | Required |
| GET | /api/gamification/stream | SSE real-time leaderboard updates | Optional |
| GET | /api/gamification/transfer | Get transfer history (pagination) | Required |
| POST | /api/gamification/transfer | Send tokens to another user | Required |
| GET | /api/gamification/invite | List my invite codes | Required |
| POST | /api/gamification/invite | Generate a new invite code | Required |
| DELETE | /api/gamification/invite | Revoke an invite code | Required |
| POST | /api/gamification/invite/redeem | Redeem an invite code | Required |
| GET | /api/gamification/servers | List community servers | Required |
| POST | /api/gamification/servers | Connect to a community server | Required |
| DELETE | /api/gamification/servers | Disconnect from a community server | Required |
| POST | /api/gamification/federation/score | Push score to remote server | Federation |
| GET | /api/gamification/federation/leaderboard | Pull leaderboard from remote | Federation |
| GET | /api/gamification/notifications | SSE badge/level-up notifications | Required |
| GET | /api/gamification/anomalies | View anomaly reports (admin) | Admin |
| POST | /api/gamification/rotate | Rotate invite token secrets | Required |
POST /api/gamification/transfer
// Request
{
"to": "recipient-api-key-id",
"amount": 500,
"idempotencyKey": "uuid-v4"
}
// Response 200
{
"success": true,
"transfer": {
"id": "txn-uuid",
"from": "sender-api-key-id",
"to": "recipient-api-key-id",
"amount": 500,
"createdAt": "2026-05-19T12:00:00.000Z"
},
"balance": 2500
}
// Response 400 (insufficient funds)
{
"error": "Insufficient balance",
"balance": 200,
"requested": 500
}
GET /api/gamification/leaderboard?scope=weekly&limit=10
{
"scope": "weekly",
"period": "2026-W20",
"entries": [
{
"rank": 1,
"apiKeyId": "key-uuid",
"displayName": "User***1234",
"score": 15230,
"level": 42,
"title": "Expert"
}
],
"total": 847,
"updatedAt": "2026-05-19T12:00:00.000Z"
}
Registered in open-sse/mcp-server/ alongside existing tools. Scoped under
the gamification permission scope.
| Tool | Description | Input Schema |
| -------------------------- | ------------------------------------- | ---------------------------- | --------- |
| gamification_leaderboard | Get leaderboard for a scope/period | { scope, period?, limit? } |
| gamification_rank | Get caller's rank and neighbors | { scope } |
| gamification_profile | Get XP, level, title, streak summary | {} |
| gamification_badges | List earned badges or all definitions | { earned?: boolean } |
| gamification_transfer | Send tokens to another user | { to, amount } |
| gamification_invite | Generate or list invite codes | { action: "create" | "list" } |
| gamification_servers | List or connect community servers | { action, token? } |
| gamification_anomalies | View anomaly reports (admin scope) | { limit?, since? } |
/dashboard/leaderboard/dashboard/profile/dashboard/tokens/dashboard/gamification/adminGamification hooks into the request pipeline at a single point in
open-sse/handlers/chatCore.ts:
// After response is sent to client:
setImmediate(() => {
emitGamificationEvent({
type: "request.completed",
apiKeyId,
metadata: {
provider: selectedProvider,
model: selectedModel,
comboId: resolvedCombo?.id,
compressionUsed: compressionStats?.applied,
skillUsed: skillExecution?.name,
},
}).catch(() => {
// Fire-and-forget: log but never propagate to client
});
});
| Event Type | When Emitted |
|---|---|
request.completed | Successful LLM response sent |
provider.switch | Provider changed (combo fallback counts) |
combo.created | New combo configuration saved |
combo.used | Combo target successfully hit |
badge.earned | Badge evaluation found a match |
streak.milestone | Streak threshold crossed |
transfer.sent | Token transfer completed |
referral.redeemed | Invite code successfully redeemed |
compression.used | Prompt compression applied |
skill.executed | Skill execution completed |
model.first_use | Model not used in past 7 days |
The setImmediate + .catch(() => {}) pattern ensures:
| Threat | Mitigation |
|---|---|
| Score inflation | Server-side XP computation only; clients submit actions, not scores |
| Replay attacks | Idempotency keys on transfers; audit log dedup |
| Transfer fraud | Double-entry ledger; atomic transactions; rate limits |
| Self-referral | Cross-check api_key_id on redemption |
| Leaderboard manipulation | Z-score anomaly detection; admin anomaly dashboard |
| Federation token theft | SHA-256 hashed storage; raw token shown once only |
| Brute force invite codes | Rate limiting on redemption endpoint; 8-char entropy |
| XSS in display names | Display names sanitized; leaderboard entries escaped |
| Timing attacks on hashes | crypto.timingSafeEqual for token hash comparison |
GET /leaderboard, GET /stream (read-only
leaderboards).Authorization
header, validated against stored SHA-256 hash.All tests use the Node.js native test runner (node --import tsx/esm --test).
| Test File | Covers | Tests |
|---|---|---|
tests/unit/gamification/xp.test.ts | XP calculation, level curve, titles | 8 |
tests/unit/gamification/badges.test.ts | Badge criteria matching, awarding | 10 |
tests/unit/gamification/streaks.test.ts | Streak logic, milestones, edge cases | 7 |
tests/unit/gamification/leaderboard.test.ts | Rank computation, pagination, rotation | 8 |
tests/unit/gamification/sharing.test.ts | Transfers, balance, idempotency | 9 |
tests/unit/gamification/invites.test.ts | Create, redeem, expiry, self-referral | 7 |
tests/unit/gamification/antiCheat.test.ts | Rate limits, z-score, audit logging | 6 |
tests/unit/gamification/events.test.ts | Event emission, fan-out, error handling | 5 |
# All gamification tests
node --import tsx/esm --test tests/unit/gamification/*.test.ts
# Single test file
node --import tsx/esm --test tests/unit/gamification/xp.test.ts
Per CONTRIBUTING.md — all new modules must have:
src/
lib/
db/
migrations/
060_create_gamification.sql # All 8 tables + indexes
gamification.ts # Domain CRUD module
gamification/
xp.ts # XP calculation, level curve, titles
badges.ts # Badge definitions, criteria, evaluation
streaks.ts # Daily streak tracking
leaderboard.ts # Rank computation, SSE, rotation
antiCheat.ts # Rate limiting, z-score, audit
sharing.ts # Token transfer ledger
invites.ts # Invite/redeem codes
servers.ts # Community server federation
events.ts # Event emitter (integration point)
notifications.ts # SSE notification stream
app/
api/
gamification/
leaderboard/route.ts # GET/POST leaderboard
leaderboard/stream/route.ts # SSE real-time updates
transfer/route.ts # GET/POST transfers
invite/route.ts # GET/POST/DELETE invite codes
invite/redeem/route.ts # POST redeem code
servers/route.ts # GET/POST/DELETE servers
federation/score/route.ts # POST push score
federation/leaderboard/route.ts # GET pull leaderboard
notifications/route.ts # SSE notifications
anomalies/route.ts # GET anomaly reports
rotate/route.ts # POST rotate secrets
(dashboard)/
dashboard/
leaderboard/page.tsx # Rankings page
profile/page.tsx # XP/badges/streaks page
tokens/page.tsx # Balance/transfers/invites page
gamification/admin/page.tsx # Admin anomaly monitoring
shared/
constants/
gamification.ts # XP_REWARDS, TITLES, BADGE_DEFS, LIMITS
tests/
unit/
gamification/
xp.test.ts
badges.test.ts
streaks.test.ts
leaderboard.test.ts
sharing.test.ts
invites.test.ts
antiCheat.test.ts
events.test.ts
docs/
frameworks/
GAMIFICATION.md # This document
060_create_gamification.sql (8 tables).src/lib/db/gamification.ts (domain module).src/lib/gamification/xp.ts, streaks.ts, events.ts.chatCore.ts.src/lib/gamification/badges.ts, leaderboard.ts.src/lib/gamification/sharing.ts, invites.ts, antiCheat.ts.src/lib/gamification/servers.ts, notifications.ts.