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Gamification

diegosouzapw edited this page May 23, 2026 · 2 revisions

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Gamification & Leaderboard System

Source of truth: src/lib/gamification/, src/lib/db/gamification.ts, src/app/api/gamification/ Last updated: 2026-05-19 — v3.8.0

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.


Overview

Purpose

Increase user engagement and retention by providing visible progress (XP, levels, badges), social proof (leaderboards), and economic incentives (token sharing, invite rewards).

Scope

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

Design Principles

  1. Local-first — all state in SQLite, no external services required.
  2. Non-blocking — events are fire-and-forget; the LLM response path is never delayed by gamification logic.
  3. Server-authoritative — XP is computed server-side only; clients cannot inflate scores.
  4. Privacy-respecting — leaderboard participation is opt-in; users can hide their profile.
  5. Federation-ready — community servers can push scores via signed API; sync is overwrite, not additive.

Architecture

High-Level Flow

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.

Module Dependency Graph

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

Data Layer

Database Tables

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      │     └──────────────────────────┘
└─────────────────────────┘

Domain Module: src/lib/db/gamification.ts

Follows 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

XP / Level System

File: src/lib/gamification/xp.ts

Level Curve

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

Titles

Level Range Title
1 – 9 Beginner
10 – 24 Explorer
25 – 49 Expert
50 – 74 Master
75 – 100 Legend

XP Rewards

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

Award Flow

export async function awardXp(
  apiKeyId: string,
  action: XpAction,
  metadata?: Record<string, unknown>
): Promise<{ xp: number; level: number; title: string; levelUp: boolean }>;
  1. Look up XP_REWARDS[action] to get the XP amount.
  2. Pass through checkRateLimit() (anti-cheat: max 1000 XP/min per key).
  3. Open a transaction:
    • Read current user_levels row.
    • Add XP; recompute level via levelFromXp(totalXp).
    • If level changed, set levelUp = true.
    • Update user_levels row.
    • Insert into xp_audit_log.
  4. Return the result. Caller handles notifications.

Helper: 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.


Badge System

File: src/lib/gamification/badges.ts

Categories

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

Rarities

Rarity Color Probability Hint
common Gray Most users
uncommon Green Active users
rare Blue Dedicated users
legendary Gold Top 1%

Criteria Types

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
}

Evaluation Flow

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

Built-in Badges (20+)

Full badge list
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

Streak Tracker

File: src/lib/gamification/streaks.ts

Data Model

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

Logic

export async function updateStreak(
  apiKeyId: string
): Promise<{ current: number; longest: number; milestone: boolean }>;
  1. Read streak record from key_value.
  2. Parse {current}, {longest}, {lastDate} (ISO date string).
  3. If lastDate === today — no change (already counted today).
  4. If lastDate === yesterday — increment current; update longest if needed.
  5. If lastDate < yesterday — reset current = 1 (streak broken).
  6. Write updated record.
  7. Check milestones: 7, 14, 30, 60, 90, 180, 365 days. If crossed, set milestone = true (caller awards XP and checks badges).

Edge Cases

  • Timezone: streaks use UTC dates (new Date().toISOString().slice(0, 10)). This is intentional — a single canonical timezone prevents gaming via timezone hopping.
  • New users: no streak record exists; first request creates it with current=1, longest=1, lastDate=today.
  • Multiple requests per day: only the first request of the UTC day increments the streak.

Leaderboard

File: src/lib/gamification/leaderboard.ts

Scopes

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

Rank Computation

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 ?

Period Rotation

Weekly and monthly leaderboards rotate automatically:

  1. Archive: at period boundary, copy current entries to leaderboard_archive with the period label.
  2. Reset: delete entries for the expired period.
  3. Trigger: checked on every 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.

SSE Real-Time Updates

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.


Token Sharing

File: src/lib/gamification/sharing.ts

Double-Entry Ledger

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 = ?

Transfer Flow

export async function transferTokens(
  fromKeyId: string,
  toKeyId: string,
  amount: number,
  idempotencyKey: string
): Promise<{ success: boolean; balance: number }>;
  1. Validate: amount > 0, fromKeyId !== toKeyId.
  2. Idempotency: check if idempotency_key already exists in ledger. If yes, return cached result.
  3. Transaction (single SQLite transaction): a. Compute sender balance. b. If balance < amount, abort (insufficient funds). c. Insert send row (from=sender, to=receiver, amount). d. Insert receive row (from=receiver, to=sender, amount).
  4. Rate limit: check transfer rate for sender (max 10 transfers/min).
  5. Event: emit token_share gamification event for XP + badge evaluation.
  6. Return { success: true, balance: newBalance }.

Rate Limiting

  • Max 10 transfers per minute per API key.
  • Max 10,000 tokens per single transfer.
  • Max 100,000 tokens transferred per day per API key.

Invite & Redeem Tokens

File: src/lib/gamification/invites.ts

Code Format

  • Code: 8-character alphanumeric (e.g., A3K9-X7M2), human-readable, displayed to the user.
  • Token: 32-byte random token, stored as SHA-256 hash. Used for programmatic redemption (e.g., URL links).

Storage

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.

Self-Referral Prevention

When a user redeems a code, the system checks:

  1. The code belongs to a different api_key_id.
  2. The redeeming user has not previously redeemed any code from the same referrer (joins on invite_tokens + redemption log).

If either check fails, the redemption is rejected with a clear error message.

Expiry & Limits

  • Default max_uses: 10 (configurable at creation).
  • Default expires_at: 30 days from creation.
  • Expired or exhausted codes return HTTP 410 Gone.

Community Server Federation

File: src/lib/gamification/servers.ts

Connect

A community server is registered via an invite token issued by the remote server. The local instance:

  1. Receives the invite token (e.g., pasted into dashboard).
  2. Calls POST /api/gamification/federation/leaderboard on the remote server to validate the token and fetch the current leaderboard.
  3. Stores the server record with status: connected.

Sync Model

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)    │

Auth

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.

Health Monitoring

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.


Anti-Cheat

File: src/lib/gamification/antiCheat.ts

Server-Side Scoring

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.

Rate Limiting

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.

Z-Score Anomaly Detection

For each API key, the system maintains a rolling 7-day window of XP earned per hour. On each XP award:

  1. Compute the user's current hourly XP rate.
  2. Compute the population mean and standard deviation.
  3. Calculate z = (user_rate - mean) / stddev.
  4. If 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.

Audit Trail

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.


API Routes

All routes follow the standard OmniRoute pattern:

Route → CORS preflight → Body validation (Zod) → Auth (extractApiKey)
  → Handler

Endpoints

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

Request/Response Examples

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"
}

MCP Tools (8)

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 Pages

/dashboard/leaderboard

  • Podium display (top 3 with avatars and XP).
  • Scope selector: Global / Weekly / Monthly / Tokens Shared / Contributions.
  • Paginated table (25 per page) with rank, name, score, level, title.
  • SSE real-time updates — rank changes animate in.
  • Current user highlighted in the table with a "Your Rank" sticky row.

/dashboard/profile

  • XP progress bar with current level and next-level threshold.
  • Title badge displayed prominently.
  • Badge gallery — earned badges with earn date, unearned badges grayed out (hidden badges show "???" until earned).
  • Streak counter with flame icon; streak calendar (last 30 days).
  • XP history chart (daily XP over last 30 days).

/dashboard/tokens

  • Token balance (prominent, top of page).
  • Transfer form: recipient, amount, confirm dialog.
  • Transfer history table with filters (sent/received/all).
  • Invite section: active codes, generate new, share link.
  • Community servers: list with health status, connect/disconnect.

/dashboard/gamification/admin

  • Anomaly list with severity, user, timestamp, z-score.
  • Audit log viewer with filters (action type, user, date range).
  • System stats: total XP awarded, active users, badge earn rates.
  • Federation server health overview.

Pipeline Integration

Integration Point

Gamification 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 Types

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

Non-Blocking Guarantee

The setImmediate + .catch(() => {}) pattern ensures:

  1. The response is fully sent before gamification runs.
  2. Gamification errors never surface to the client.
  3. The event processing runs in the next microtask, not inline.

Security

Threat Model

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

Auth Requirements

  • Public (no auth): GET /leaderboard, GET /stream (read-only leaderboards).
  • API key required: all write operations, profile, transfers, invites.
  • Admin only: anomaly dashboard, audit log viewer.
  • Federation: separate auth path using raw token in Authorization header, validated against stored SHA-256 hash.

Testing

Test Files

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

Running Tests

# 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

Coverage Requirements

Per CONTRIBUTING.md — all new modules must have:

  • Branch coverage >= 80%.
  • Every public function tested at least once.
  • Error paths tested (insufficient balance, expired codes, rate limits).

File Structure

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

Migration Strategy

Phase 1: Backend Core (PR 1)

  • Migration 060_create_gamification.sql (8 tables).
  • src/lib/db/gamification.ts (domain module).
  • src/lib/gamification/xp.ts, streaks.ts, events.ts.
  • Integration point in chatCore.ts.
  • Unit tests for XP, streaks, events.

Phase 2: Badges & Leaderboard (PR 2)

  • src/lib/gamification/badges.ts, leaderboard.ts.
  • Badge definitions in constants.
  • Leaderboard API routes + SSE stream.
  • Unit tests for badges, leaderboard.

Phase 3: Sharing & Invites (PR 3)

  • src/lib/gamification/sharing.ts, invites.ts, antiCheat.ts.
  • Transfer + invite API routes.
  • Unit tests for sharing, invites, anti-cheat.

Phase 4: Federation & Dashboard (PR 4)

  • src/lib/gamification/servers.ts, notifications.ts.
  • Federation API routes.
  • Dashboard pages (leaderboard, profile, tokens, admin).
  • MCP tools registration.

Future Considerations

  • Seasonal events: time-limited badge sets and leaderboard seasons.
  • Team leaderboards: group users by organization or combo.
  • XP multipliers: boost XP during promotional periods.
  • Achievement sharing: generate shareable badge cards (OpenGraph images).
  • Mobile push: webhook-based notifications for badge/level events.
  • Leaderboard API: public API for third-party integrations.

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