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# Economy — Currency, Marketplace & Creator Payouts — Plan
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> **Status:** Planned
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> **Owner:** Platform team
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> **Feature ID:** `economy`
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> **Godot version:** 4.6.2 stable
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> **Backend:** FastAPI + SQLAlchemy (async) + PostgreSQL + Redis
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## 1. Overview
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This document breaks the **Economy** feature into user stories and right-sized
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implementation tasks. The feature delivers:
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- **Virtual currency ("Credits")** — a single, server-authoritative currency
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with an immutable, append-only transaction ledger.
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- **Premium purchase** — buying Credits with real money through a pluggable
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payment-provider hook.
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- **Marketplace** — user-generated content (UGC) listings where creators sell
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items (assets, avatar items, experience passes) to players for Credits.
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- **Creator payouts** — accumulating creator earnings and paying them out to
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external accounts through a pluggable payout-provider hook.
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- **Godot client** — wallet/transaction history, marketplace browse/buy/sell,
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and creator payout screens.
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The economy is the monetization backbone of the platform. Because it moves
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virtual value between real people, correctness (no double-spend, no lost funds,
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no balance drift) and safety (fraud prevention, moderation, audit) are treated
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as **blocking requirements**, not add-ons.
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## 2. Why correctness is the differentiator
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The platform is a creator economy (players buy UGC from other players). The
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economy is the highest-risk surface after chat: a single arithmetic or
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concurrency bug can mint or destroy value and irreversibly erode trust.
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Correctness is therefore designed in from the start:
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- **One currency, integer units.** Credits are whole-number integers. There are
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no floats, no rounding, and no client-computed totals.
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- **Append-only ledger.** Every balance change is a row in a `transactions`
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table with a signed amount, a `balance_after` snapshot, a reference to the
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event that caused it, and an **idempotency key** so retries cannot double
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credit or double debit.
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- **Atomic, locked mutations.** Balance changes run in a single database
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transaction with row locking (`SELECT ... FOR UPDATE`) so concurrent
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purchases/payouts cannot race.
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- **Escrow hold.** Marketplace proceeds are held in `pending_escrow` for a
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configurable window before becoming available to the seller, so fraudulent
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or moderated sales can be reversed without clawing back paid-out funds.
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- **Server-authoritative fees.** The platform commission is computed
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server-side from a configured rate; the client never supplies the fee or the
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seller's net.
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## 3. Existing constraints (do not re-build)
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- **Auth:** JWT bearer tokens; `get_current_user` / `CurrentUser` dependency in
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`app/dependencies.py`. All economy endpoints reuse this.
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- **DB:** async SQLAlchemy + Alembic; migration `0001_initial` is the head.
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Existing tables: `users`, `sessions`, `worlds`, `assets`.
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- **Redis:** configured (`REDIS_URL`) but unused so far; adopted here for
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idempotency short-caching and rate limiting.
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- **Models:** `User` (owner_id), `Asset` (owner_id, is_public, asset_type).
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Marketplace items reference existing `assets` rows and/or avatar items.
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- **Content moderation:** `docs/architecture/content_moderation.md` defines
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flag vocabulary, age gate, and moderation actions. Marketplace items and
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listings must inherit and enforce these rules (see §7).
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- **Client:** Godot 4.6.2, minimal `main_menu.gd`; no economy UI yet.
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## 4. Key design decisions
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| Concern | Decision |
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|---|---|
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| Currency model | Single virtual currency **"Credits" (CR)**, integer units. One wallet row per user; no fractional amounts. |
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| Ledger | Append-only `transactions` table: signed `amount`, `balance_after`, `reference_type`/`reference_id`, unique `idempotency_key`. |
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| Concurrency | `SELECT ... FOR UPDATE` on the wallet row inside the mutation transaction; never read-modify-write from stale data. |
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| Payments | Pluggable `PaymentProvider` interface with a **no-op default** that simulates a confirmed payment for dev/testing (clearly flagged). Stripe/PayPal later. |
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| Marketplace items | `catalog_items` (what is sold) + `marketplace_listings` (a seller's offer with a price/status). One item can have multiple listings over time. |
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| Purchase flow | Atomic transaction: debit buyer → hold funds in escrow (`pending_escrow`) → grant item. Platform fee computed server-side. |
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| Escrow | Configurable hold window (default 72h) before `pending_escrow` becomes available seller earnings. Refunds during the window reverse the sale. |
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| Fees | Single configurable `MARKETPLACE_FEE_RATE` (default `0.30`). `seller_net = floor(price * (1 - fee_rate))`. |
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| Creator balance | `creator_balances` table: `available` (earned, payable), `pending` (inside an open payout request), `lifetime_earned`. Updated in the same transaction as the sale completion. |
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| Payouts | Pluggable `PayoutProvider.pay()` with a no-op default (simulated external ref). Minimum payout threshold, admin review for large payouts. |
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| Idempotency | Every money-moving request carries a client-generated `Idempotency-Key`; duplicate keys return the original result. |
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| Rate limiting | Redis token-bucket dependency reused from the social feature for purchase/listing/payout endpoints. |
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| Moderation | Listings enforce content flags + age gate; moderators can `delist`/`remove`; fraud/chargeback reversal is an audited admin action. |
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## 5. User stories
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### US-1 Currency & wallet
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As a player, I can see my Credit balance and transaction history, and the system
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credits/debits my wallet only through server-authoritative events.
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**Acceptance criteria**
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- Exactly one wallet per user, created lazily on first use.
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- Balance is always a non-negative integer; no operation can make it negative.
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- Every mutation appends an immutable ledger row with amount, resulting balance,
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reference, and idempotency key.
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- Retrying a request with the same idempotency key does not double-apply.
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- `GET` endpoints expose current balance and paged transaction history.
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### US-2 Premium purchase (buy Credits)
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As a player, I can purchase Credits with real money and have them credited only
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after the payment is confirmed.
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**Acceptance criteria**
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- A purchase session is created through the payment provider (or the no-op
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default) and is idempotent.
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- Credits are granted exactly once, only after a verified provider confirmation
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(webhook/confirm endpoint), never on client claim.
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- Purchase amounts are bounded and server-defined; clients cannot pick arbitrary
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prices.
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- Confirmation is idempotent and audited (provider reference recorded).
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### US-3 Marketplace listing (sell)
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As a creator, I can list a catalog item for sale at a Credit price and
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manage/remove my listings.
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**Acceptance criteria**
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- A listing references a valid `catalog_item` owned by the seller (or an
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authorized seller).
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- Price is bounded (min/max) and set server-side; status transitions are
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explicit (`active`, `sold`, `delisted`, `removed_by_moderation`).
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- Only the seller (or a moderator) can update/remove a listing.
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- Listings are searchable/filterable (item type, price range, owner).
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### US-4 Marketplace purchase (buy)
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As a player, I can buy a listed item. The purchase is atomic, holds funds in
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escrow, grants the item, and splits the payment between platform and seller.
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**Acceptance criteria**
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- A single transaction debits the buyer, holds funds in escrow, and grants the
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item — no partial states on failure.
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- Platform fee and seller net are computed server-side from the configured rate.
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- After the escrow hold window, funds move from escrow to the seller's
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available balance.
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- Refunds during the hold window reverse the sale and return funds to the buyer.
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- Concurrent purchases of a one-of-a-kind listing cannot both succeed.
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### US-5 Creator payouts
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As a creator, I can view my earned balance, request a payout, and track its
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status; admins can review and approve/reject payouts.
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**Acceptance criteria**
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- Available balance is derived only from completed (escrow-released) sales and
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completed payouts; it never goes negative.
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- Payout requests are bounded (min threshold, max per period) and rate-limited.
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- Large payouts require admin review; all payout requests carry an audit trail
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(requested by, reviewed by, provider reference, status).
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- The payout provider is called exactly once; idempotent on retry.
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### US-6 Godot client
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As a player, I can manage Credits, browse/buy/sell marketplace items, and manage
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payouts from the game UI.
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**Acceptance criteria**
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- An API client handles JWT auth, HTTP, and idempotency keys for all economy
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calls.
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- Dedicated screens: wallet + transaction history, marketplace browse/buy,
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sell-listing, and creator payout.
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- The client never computes balances, fees, or seller nets — it only displays
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server responses.
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## 6. Task breakdown
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Right-sized to 1–3 files / one coherent piece of functionality each. Task IDs
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are sequential for dependency chaining.
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| # | Task | Story | Depends on |
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|---|------|-------|-----------|
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| 1 | Wallet & ledger models + Alembic migration (`wallets`, `transactions`) | US-1 | — |
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| 2 | Wallet service (atomic credit/debit, idempotency, locking) + wallet/transactions API | US-1 | 1 |
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| 3 | Premium purchase: `PaymentProvider` interface + purchase/confirm endpoints | US-2 | 1 |
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| 4 | Catalog item & listing models + migration (`catalog_items`, `marketplace_listings`, `creator_balances`) | US-3 | 1 |
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| 5 | Marketplace listing API (create/list/search/update/remove) | US-3 | 4 |
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| 6 | Marketplace purchase service + API (atomic escrow, fee split, item grant) | US-4 | 2, 4, 5 |
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| 7 | Creator payout request models + API (`payout_requests`) | US-5 | 2, 6 |
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| 8 | Payout admin review + `PayoutProvider` + audit | US-5 | 7 |
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| 9 | Marketplace moderation + content-flag/age-gate enforcement | cross-cutting | 5, 6 |
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| 10 | Godot economy API client (auth + HTTP + idempotency) | US-6 | 2 |
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| 11 | Godot wallet & transaction history UI | US-6 | 10 |
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| 12 | Godot marketplace browse/buy UI | US-6 | 6, 10 |
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| 13 | Godot selling & payout UI | US-6 | 5, 7, 10 |
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## 7. Phasing
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- **Phase 1 (currency + payments):** tasks 1–3. The foundation — ledger and
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money movement must be rock-solid before anything spends Credits.
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- **Phase 2 (marketplace):** tasks 4–6. Listing and atomic purchase with escrow.
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- **Phase 3 (payouts):** tasks 7–8. Turn released escrow into creator payouts.
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- **Phase 4 (moderation):** task 9. Lock down the marketplace against mature
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content and abuse.
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- **Phase 5 (client):** tasks 10–13, each landing after its backend dependency.
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## 8. Data model sketch
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```text
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wallets
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id bigint PK
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user_id int UNIQUE FK -> users.id
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balance bigint NOT NULL DEFAULT 0 CHECK (balance >= 0)
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created_at timestamptz
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updated_at timestamptz
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transactions (append-only ledger)
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id bigint PK
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wallet_id bigint FK -> wallets.id
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type enum(credit_purchase, marketplace_purchase,
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marketplace_sale, escrow_release, payout,
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refund, admin_adjustment)
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amount bigint NOT NULL (signed)
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balance_after bigint NOT NULL
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reference_type text (e.g. "purchase", "sale", "payout_request")
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reference_id text
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idempotency_key text UNIQUE
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metadata_json jsonb
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created_at timestamptz
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catalog_items
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id bigint PK
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owner_id int FK -> users.id
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asset_id int FK -> assets.id (nullable; null for non-asset virtual items)
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item_type enum(asset, avatar_item, experience_pass)
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name text
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description text
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metadata_json jsonb
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created_at timestamptz
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marketplace_listings
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id bigint PK
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catalog_item_id bigint FK -> catalog_items.id
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seller_id int FK -> users.id
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price bigint NOT NULL CHECK (price > 0)
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status enum(active, sold, delisted, removed_by_moderation)
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created_at timestamptz
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updated_at timestamptz
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purchases
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id bigint PK
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listing_id bigint FK -> marketplace_listings.id
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buyer_id int FK -> users.id
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seller_id int FK -> users.id
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price bigint NOT NULL
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platform_fee bigint NOT NULL
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seller_net bigint NOT NULL
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status enum(pending_escrow, completed, refunded, reversed)
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escrow_hold_until timestamptz
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created_at timestamptz
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creator_balances
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id bigint PK
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user_id int UNIQUE FK -> users.id
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available bigint NOT NULL DEFAULT 0
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pending bigint NOT NULL DEFAULT 0
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lifetime_earned bigint NOT NULL DEFAULT 0
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updated_at timestamptz
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payout_requests
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id bigint PK
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creator_id int FK -> users.id
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amount bigint NOT NULL CHECK (amount > 0)
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status enum(pending, approved, paid, rejected)
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external_ref text
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provider_ref text
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requested_by int FK -> users.id
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reviewed_by int FK -> users.id (nullable)
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reviewed_at timestamptz
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created_at timestamptz
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```
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## 9. Security, anti-fraud & audit
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- **Server-authoritative balances/fees:** clients never compute totals; amounts
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are validated server-side against bounds and the current listing.
|
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|
- **Row locking:** wallet and creator-balance mutations use `SELECT ... FOR
|
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|
UPDATE` within one transaction.
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- **Idempotency:** every money-moving endpoint requires an `Idempotency-Key`;
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duplicate keys return the stored original outcome.
|
||||||
|
- **Rate limiting:** purchase, listing, and payout endpoints are token-bucket
|
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rate-limited per user.
|
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- **Escrow & reversibility:** funds are not payable until the hold window
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elapses; chargebacks/refunds reverse before release.
|
||||||
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- **Moderation:** listings carry the item's effective content flags; mature
|
||||||
|
items require age verification (per `content_moderation.md`); moderators can
|
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|
`delist`/`remove` and trigger audited reversals.
|
||||||
|
- **Audit:** the ledger plus `payout_requests` review fields form an append-only
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audit trail for every movement of value.
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## 10. Out of scope for this feature
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- Real Stripe/PayPal/KYC integrations (provider interfaces leave the hooks; the
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defaults are deterministic no-ops).
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- Subscriptions, recurring billing, or premium memberships.
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- Gift cards, promotional codes, or user-to-user Credit transfers.
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- Partial refunds, chargeback disputes, and seller tax/VAT handling.
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- In-world vending machines / scripted economy triggers (future, built on this
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ledger via the scripting sandbox).
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@@ -0,0 +1,170 @@
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# Social — Friends, Chat & Groups — Plan
|
||||||
|
|
||||||
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> **Status:** Planned
|
||||||
|
> **Owner:** Platform team
|
||||||
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> **Feature ID:** `social`
|
||||||
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> **Godot version:** 4.6.2 stable
|
||||||
|
> **Backend:** FastAPI + SQLAlchemy (async) + PostgreSQL + Redis
|
||||||
|
|
||||||
|
## 1. Overview
|
||||||
|
|
||||||
|
This document breaks the **Social** feature into user stories and right-sized
|
||||||
|
implementation tasks. The feature delivers:
|
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||||||
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- **Friends & following** — a friend request/accept model plus a one-way follow
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relationship, with block lists.
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- **Presence & status** — online/offline, custom status message, last-seen.
|
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- **Chat** — direct messages (DM) and in-experience (world/room) chat with
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**first-class safety**: server-side text filtering, report-message, and rate
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limiting.
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- **Groups** — named groups with roles (owner/admin/member) and a simple group
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page.
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- **Public profiles** — avatar, bio, favorite experiences, and a friends list
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that respects privacy settings.
|
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|
||||||
|
## 2. Why chat safety is the differentiator
|
||||||
|
|
||||||
|
The platform is explicitly meant to pull adults away from a youth-oriented
|
||||||
|
competitor. Chat is the highest-risk surface: it is real-time, user-generated,
|
||||||
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and where abuse happens fastest. Safety is therefore treated as a **blocking
|
||||||
|
requirement**, not an add-on:
|
||||||
|
|
||||||
|
- Every message passes a **server-side text filter** before it is stored or
|
||||||
|
delivered. The client filter is cosmetic only; the server is authoritative.
|
||||||
|
- Every message can be **reported**; reports flow into a moderation queue with
|
||||||
|
actor + reason + audit trail (mirroring `content_moderation.md`).
|
||||||
|
- Sending is **rate limited** per user (Redis token bucket) to stop flooding and
|
||||||
|
harassment-by-volume.
|
||||||
|
- Report and block are always reachable from a message context in the UI.
|
||||||
|
|
||||||
|
## 3. Existing constraints (do not re-build)
|
||||||
|
|
||||||
|
- **Auth:** JWT bearer tokens; `get_current_user` / `CurrentUser` dependency in
|
||||||
|
`app/dependencies.py`. All social endpoints reuse this.
|
||||||
|
- **DB:** async SQLAlchemy + Alembic; migration `0001_initial` is the head.
|
||||||
|
- **Redis:** configured (`REDIS_URL`) but unused so far; adopted here for
|
||||||
|
presence and rate limiting.
|
||||||
|
- **Models:** `User`, `World` (owner_id), `Asset` (owner_id, is_public). Avatars
|
||||||
|
and favorite-experience references point at existing rows.
|
||||||
|
- **Client:** Godot 4.6.2, minimal `main_menu.gd`; no social UI yet.
|
||||||
|
|
||||||
|
## 4. Key design decisions
|
||||||
|
|
||||||
|
| Concern | Decision |
|
||||||
|
|---|---|
|
||||||
|
| Message transport | REST for send/history; **WebSocket** gateway for real-time delivery + presence (matches `networking.md`'s "WebSocket as secondary transport" for chat) |
|
||||||
|
| Presence store | Redis (TTL heartbeat) + persisted `last_seen_at` on the user record |
|
||||||
|
| Text filtering | Pluggable `TextFilter` interface with a deterministic default (profanity list + normalization) so it runs without external services; third-party hook later |
|
||||||
|
| Rate limiting | Redis token-bucket dependency, reusable across all social endpoints |
|
||||||
|
| Reports | `message_reports` table + moderation endpoints (list/review/resolve) with audit fields |
|
||||||
|
| Friends vs. follow | Friends = mutual (request→accept). Follow = one-way (no approval). Block = hard deny that also hides content and prevents DMs |
|
||||||
|
| Privacy | Per-user settings JSON (`profile_visibility`, `friends_list_visibility`, `favorites_visibility`) enforced server-side on every read |
|
||||||
|
| Groups | `groups` + `group_members` (role: owner/admin/member) + group page aggregate endpoint |
|
||||||
|
| Real-time | One WebSocket endpoint multiplexing presence, DM, and world-chat messages via Redis pub/sub |
|
||||||
|
|
||||||
|
## 5. User stories
|
||||||
|
|
||||||
|
### US-1 Friends & following
|
||||||
|
As a player, I can send a friend request, accept/decline incoming requests,
|
||||||
|
unfriend, follow/unfollow other players, and block users so they can't interact
|
||||||
|
with me.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- Friend requests are one-directional until accepted; accepted friendships are mutual.
|
||||||
|
- Follow is one-way and requires no approval.
|
||||||
|
- Block prevents DMs, hides the blocked user's profile/friends interactions, and
|
||||||
|
removes any existing friendship/follow between the two.
|
||||||
|
- Duplicate/self requests are rejected idempotently.
|
||||||
|
|
||||||
|
### US-2 Presence & status
|
||||||
|
As a player, I can see whether my friends are online, their custom status, and
|
||||||
|
when they were last seen.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- Online/offline is derived from a server-side heartbeat (Redis TTL), not client claims.
|
||||||
|
- `last_seen_at` persists and is visible (subject to privacy settings).
|
||||||
|
- Custom status text is optional and length-limited.
|
||||||
|
|
||||||
|
### US-3 Public profiles
|
||||||
|
As a player, I can view a public profile page showing avatar, bio, favorite
|
||||||
|
experiences, and a friends list that respects the owner's privacy settings.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- Avatar and bio are editable by the owner only.
|
||||||
|
- Favorite experiences reference existing `World` rows.
|
||||||
|
- A viewer sees only the sections the owner's privacy settings allow; blocked
|
||||||
|
users see a restricted view.
|
||||||
|
|
||||||
|
### US-4 Chat (DM + in-experience) with safety
|
||||||
|
As a player, I can send direct messages and chat inside a world/room. Messages
|
||||||
|
are filtered, rate limited, and reportable.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- Server filters message text before storing/delivering; filtered content is either
|
||||||
|
rejected (blocking) or redacted (configurable per filter policy).
|
||||||
|
- Send rate is limited per user (token bucket); excess sends get `429`.
|
||||||
|
- Every message has a stable id, author, timestamp, and conversation/world scope.
|
||||||
|
- Any message can be reported with a reason; reports are stored and reviewable.
|
||||||
|
- Real-time delivery over WebSocket with REST fallback for history.
|
||||||
|
|
||||||
|
### US-5 Groups
|
||||||
|
As a player, I can create a group, join/leave groups, and (as owner/admin)
|
||||||
|
manage roles and view a simple group page.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- Each group has exactly one owner and any number of admins/members.
|
||||||
|
- Role transitions are authorized (only owner can transfer ownership or promote/demote admins).
|
||||||
|
- Group page lists name, description, member list with roles, and member count.
|
||||||
|
|
||||||
|
### US-6 Godot client
|
||||||
|
As a player, I can access friends, presence, chat, profiles, and groups from the
|
||||||
|
game UI.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- An API client handles JWT auth, HTTP, and WebSocket for all social calls.
|
||||||
|
- Dedicated screens/panels: friends+presence, DM & world chat (with report),
|
||||||
|
profile page, group page.
|
||||||
|
- Client-side filtering is cosmetic; server responses remain authoritative.
|
||||||
|
|
||||||
|
## 6. Task breakdown
|
||||||
|
|
||||||
|
Right-sized to 1–3 files / one coherent piece of functionality each. Task IDs
|
||||||
|
are sequential for dependency chaining.
|
||||||
|
|
||||||
|
| # | Task | Story | Depends on |
|
||||||
|
|---|------|-------|-----------|
|
||||||
|
| 1 | Friends/follow/block models + Alembic migration | US-1 | — |
|
||||||
|
| 2 | Friends & follow API router | US-1 | 1 |
|
||||||
|
| 3 | Presence & status model + endpoints (Redis heartbeat) | US-2 | — |
|
||||||
|
| 4 | Profile model + migration + own-profile endpoints | US-3 | 1 |
|
||||||
|
| 5 | Public profile view + favorites + privacy enforcement | US-3 | 2, 4 |
|
||||||
|
| 6 | Chat data models + migration (conversations, messages, reports) | US-4 | — |
|
||||||
|
| 7 | Text filtering service + profanity config | US-4 | — |
|
||||||
|
| 8 | Redis rate-limiting dependency | US-4 | — |
|
||||||
|
| 9 | DM chat send/list endpoints (filter + rate limit) | US-4 | 6, 7, 8 |
|
||||||
|
| 10 | Report-message endpoint + moderation queue | US-4 | 6, 9 |
|
||||||
|
| 11 | In-experience (world/room) chat endpoints | US-4 | 9 |
|
||||||
|
| 12 | Real-time WebSocket gateway (presence + DM + world chat) | US-4 | 3, 9, 11 |
|
||||||
|
| 13 | Group + membership models + migration | US-5 | — |
|
||||||
|
| 14 | Groups API (CRUD, join/leave, roles, group page) | US-5 | 13 |
|
||||||
|
| 15 | Godot API client (auth + HTTP + WebSocket) | US-6 | 2 |
|
||||||
|
| 16 | Godot friends & presence UI | US-6 | 3, 15 |
|
||||||
|
| 17 | Godot chat UI (DM + world chat + report) | US-6 | 12, 15 |
|
||||||
|
| 18 | Godot profile page UI | US-6 | 5, 15 |
|
||||||
|
| 19 | Godot groups UI + group page | US-6 | 14, 15 |
|
||||||
|
|
||||||
|
## 7. Phasing
|
||||||
|
|
||||||
|
- **Phase 1 (data + core APIs):** tasks 1–5 (friends, presence, profiles).
|
||||||
|
- **Phase 2 (chat safety — the differentiator):** tasks 6–12 (chat + safety +
|
||||||
|
realtime). This is the critical path and highest priority.
|
||||||
|
- **Phase 3 (groups):** tasks 13–14.
|
||||||
|
- **Phase 4 (client):** tasks 15–19, each landing after its backend dependency.
|
||||||
|
|
||||||
|
## 8. Out of scope for this feature
|
||||||
|
|
||||||
|
- Age verification / maturity gating (covered by `content_moderation.md`).
|
||||||
|
- Voice chat, media/image messages, message editing/deletion history.
|
||||||
|
- Third-party profanity/toxicity vendors (the `TextFilter` interface leaves a
|
||||||
|
hook, but the default is deterministic and dependency-free).
|
||||||
|
- Mobile push notifications.
|
||||||
Reference in New Issue
Block a user