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2026-06-18 23:21:00 -04:00

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# Self-Hosting
The game can run on your own Windows PC and use router port forwarding. Account
registration, sessions, characters, progression, inventory, loot history, and
leaderboards are stored in the SQLite database at `data/game.db`.
That database file is the persistent storage. It remains after the server or PC
restarts. If the file is deleted or lost, all accounts and save data are lost,
so keep regular backups.
## Build and run
```powershell
npm ci
npm run db:init
npm run build
$env:HOST = "127.0.0.1"
$env:PORT = "4173"
$env:TRUST_PROXY = "1"
npm start
```
Run `npm run db:init` after pulling schema changes. It creates missing tables and
seed content without erasing existing player data.
## Internet access
Do not expose the Node port directly over unencrypted HTTP. Passwords would
travel across the internet without encryption. Put Caddy or another HTTPS
reverse proxy in front of the game:
```caddyfile
game.example.com {
reverse_proxy 127.0.0.1:4173
}
```
Point a domain or dynamic-DNS name to your public IP, forward router ports 80
and 443 to the PC running Caddy, and allow those ports through Windows Firewall.
Caddy obtains and renews the HTTPS certificate.
Keep the game server bound to `127.0.0.1`. Set `TRUST_PROXY=1` only when the
server can be reached solely through your local reverse proxy. This lets account
limits use the visitor's public IP instead of the proxy's address.
## TrueNAS single-container hosting
### TrueNAS SCALE runbook
This is the simplest TrueNAS setup. One container serves the browser game,
auth routes, game API routes, and one SQLite database. Use this when you want
`iwanttoheal.phenomrom.com` to host the playable browser version and you want
code updates to be a Git pull plus app restart.
Portainer is not required. Use TrueNAS **Apps > Discover > Install via YAML**.
Repository:
```text
https://git.whoagland.com/phenom/i-want-to-heal.git
```
TrueNAS paths:
```text
/mnt/usbssds/apps/iwanttoheal/app
/mnt/usbssds/apps/iwanttoheal/data
```
Create the app directory and clone the repo:
```sh
sudo mkdir -p /mnt/usbssds/apps/iwanttoheal
cd /mnt/usbssds/apps/iwanttoheal
sudo git clone https://git.whoagland.com/phenom/i-want-to-heal.git app
```
Because the clone was run with `sudo`, give the normal TrueNAS user ownership:
```sh
sudo chown -R truenas_admin:truenas_admin /mnt/usbssds/apps/iwanttoheal
```
Create the persistent data folder:
```sh
mkdir -p /mnt/usbssds/apps/iwanttoheal/data
```
Check that the production server file exists:
```sh
ls /mnt/usbssds/apps/iwanttoheal/app/server/production.mjs
```
If that file is missing, push the latest code to `git.whoagland.com` from the
development machine, then pull on TrueNAS:
```sh
cd /mnt/usbssds/apps/iwanttoheal/app
git pull
```
If Git fails with `chmod ... Operation not permitted`, do not use a media or SMB
dataset for the repo. Git needs normal file locking and chmod behavior. Create or
use a dedicated apps dataset and clone under `/mnt/usbssds/apps/...`.
### TrueNAS app YAML
In TrueNAS:
1. Open **Apps**.
2. Open **Discover**.
3. Click the three-dot menu.
4. Choose **Install via YAML**.
5. Name the app `iwanttoheal`.
6. Paste this YAML:
```yaml
services:
iwanttoheal:
image: node:24-bookworm-slim
working_dir: /app
command: sh -lc "npm ci && npm run db:init && npm run build && npm start"
environment:
HOST: 0.0.0.0
PORT: "4173"
TRUST_PROXY: "1"
COOKIE_SECURE: "1"
CORS_ORIGINS: "http://localhost,https://localhost,capacitor://localhost,https://iwanttoheal.phenomrom.com,https://auth.phenomrom.com"
ports:
- "4173:4173"
volumes:
- /mnt/usbssds/apps/iwanttoheal/app:/app
- /mnt/usbssds/apps/iwanttoheal/data:/app/data
restart: unless-stopped
```
The app listens inside Docker on port `4173`. The database lives at
`/mnt/usbssds/apps/iwanttoheal/data/game.db` because that host directory is
mounted into the container as `/app/data`. The startup command installs
dependencies, applies schema migrations, builds the web app, and starts the
production server.
Test the local TrueNAS service:
```sh
curl http://TRUENAS-IP:4173/api/auth/session
```
Expected response:
```json
{"account":null,"profile":null}
```
### Reverse proxy
Point `iwanttoheal.phenomrom.com` at the TrueNAS app through HTTPS. Do not expose
port `4173` directly to the internet. Put Caddy or another reverse proxy in
front:
```caddyfile
iwanttoheal.phenomrom.com {
reverse_proxy TRUENAS-IP:4173
}
auth.phenomrom.com {
reverse_proxy TRUENAS-IP:4173
}
```
Both hostnames can point at the same container. `iwanttoheal.phenomrom.com`
serves the browser game. `auth.phenomrom.com` stays available as an auth URL for
Android or other clients that need a dedicated auth hostname.
DNS should point both hostnames at the public IP or dynamic DNS name that reaches
the reverse proxy. Forward public ports `80` and `443` to the reverse proxy host.
Test the public game and auth URLs:
```sh
curl https://iwanttoheal.phenomrom.com
curl https://auth.phenomrom.com/api/auth/session
```
Expected auth response:
```json
{"account":null,"profile":null}
```
### App build config
For the hosted browser game, no separate auth build setting is needed. The web
app can call same-origin routes like `/api/auth/login` and `/api/profile`.
For an Android build that should use the TrueNAS-hosted game API, build with:
```sh
npm run android:apk:truenas
```
If you intentionally want Android auth calls to use `auth.phenomrom.com`, also
set `VITE_AUTH_API_BASE_URL=https://auth.phenomrom.com`. Otherwise, leave it
unset and auth uses the same base URL as the game API.
Android runs the bundled web app from a local Capacitor origin, not from
`iwanttoheal.phenomrom.com`. The hosted server must allow that origin through
CORS, which is why the TrueNAS YAML includes `http://localhost`,
`https://localhost`, and `capacitor://localhost`.
### Updating the TrueNAS game app
Push changes from the development machine to `git.whoagland.com`, then pull them
on TrueNAS:
```sh
cd /mnt/usbssds/apps/iwanttoheal/app
git pull
```
Restart the `iwanttoheal` app in the TrueNAS Apps UI after pulling. The app
command runs `npm ci`, `npm run db:init`, `npm run build`, and `npm start` on
startup, so dependency, schema, and browser bundle changes are applied each time
the container restarts.
Normal update workflow:
```sh
# development machine
git add .
git commit -m "Update game"
git push origin main
# TrueNAS shell
cd /mnt/usbssds/apps/iwanttoheal/app
git pull
```
Then restart the TrueNAS app.
### Existing auth-only app
If `iwanttoheal-auth` was already created during earlier testing, the simplest
path is to stop that app and use the single `iwanttoheal` app above. The single
container serves both domains and avoids two processes sharing one SQLite file.
## Account limits
Registration permits one account per public IP by default. Login and API rate
limits also apply. To allow a shared household to create more accounts, run a
local administrator command:
```powershell
npm run accounts:ip -- set 203.0.113.42 4 Smith-household
npm run accounts:ip -- list
npm run accounts:ip -- remove 203.0.113.42
```
`set` changes the total number of accounts that address may create. `remove`
returns it to the default one-account limit. These commands must be run on the
host PC and are not exposed through the website.
An IP account limit reduces casual account spam, but it is not DDoS protection.
Your router and internet connection can still be overwhelmed before requests
reach the game. Keep Windows patched, expose only required ports, and use router
or ISP protections where available.
## Backups
Create a consistent live backup with:
```powershell
npm run db:backup
```
Backups are written to `backups/game-<timestamp>.db`. Copy them to another disk
or cloud backup location; backups left only on the game PC will not help if its
drive fails. Test restoration occasionally by stopping the server, preserving
the current `data/game.db`, and placing a backup at that path.
## Current scaling boundary
SQLite is a good fit for a small private server running one game process. Do not
run multiple Node server instances against this setup.
Combat currently runs in the browser. It is suitable for a friend group, but a
modified client could submit false completion metrics. Move combat simulation
and run validation to the server before treating rankings as cheat-resistant.