Refactor Clash component to use GameModal for game interactions, remove Hello World page, and implement toast notifications for error handling

This commit is contained in:
averel10
2025-11-22 09:44:36 +01:00
parent 3bd61490f1
commit 197d9e6e22
16 changed files with 976 additions and 1088 deletions

View File

@@ -38,9 +38,6 @@ contract Game {
bool isActive;
}
// Mapping from player address to their active game ID
mapping(address => uint) private playerToActiveGame;
// Mapping from game ID to game state
mapping(uint => GameState) private games;
@@ -50,9 +47,6 @@ contract Game {
// Counter for generating unique game IDs
uint private nextGameId = 1;
// Array to store completed games
GameState[] private pastGames;
// ------------------------- Registration ------------------------- //
modifier validBet(uint gameId) {
@@ -65,14 +59,6 @@ contract Game {
_;
}
modifier notAlreadyInGame() {
require(
playerToActiveGame[msg.sender] == 0,
"Player already in an active game"
);
_;
}
// Register a player to an existing game or create a new game.
// If gameId is 0, player will join or create the first available game.
// Return player's ID and game ID upon successful registration.
@@ -82,12 +68,11 @@ contract Game {
public
payable
validBet(gameId)
notAlreadyInGame
returns (uint playerId, uint returnGameId)
{
// If gameId is 0, find an open game or create a new one
if (gameId == 0) {
gameId = findOrCreateGame();
gameId = createNewGame();
}
require(games[gameId].isActive, "Game is not active");
@@ -97,7 +82,6 @@ contract Game {
if (game.playerA.addr == address(0x0)) {
game.playerA.addr = payable(msg.sender);
game.initialBet = msg.value;
playerToActiveGame[msg.sender] = gameId;
return (1, gameId);
} else if (game.playerB.addr == address(0x0)) {
require(
@@ -105,31 +89,12 @@ contract Game {
"Cannot play against yourself"
);
game.playerB.addr = payable(msg.sender);
playerToActiveGame[msg.sender] = gameId;
return (2, gameId);
}
revert("Game is full");
}
// Find an open game or create a new one
function findOrCreateGame() private returns (uint) {
// Look for a game with only one player
for (uint i = 0; i < gameIds.length; i++) {
uint gId = gameIds[i];
GameState storage game = games[gId];
if (
game.isActive &&
game.playerA.addr != address(0x0) &&
game.playerB.addr == address(0x0)
) {
return gId;
}
}
// No open game found, create a new one
return createNewGame();
}
// Create a new game
function createNewGame() private returns (uint) {
@@ -145,9 +110,8 @@ contract Game {
// ------------------------- Commit ------------------------- //
modifier isRegistered() {
uint gameId = playerToActiveGame[msg.sender];
require(gameId != 0, "Player not in any active game");
modifier isRegistered(uint gameId) {
require(gameId != 0, "Invalid game ID");
require(
msg.sender == games[gameId].playerA.addr ||
msg.sender == games[gameId].playerB.addr,
@@ -158,8 +122,7 @@ contract Game {
// Save player's encrypted move. encrMove must be "<1|2|3>-password" hashed with sha256.
// Return 'true' if move was valid, 'false' otherwise.
function play(bytes32 encrMove) public isRegistered returns (bool) {
uint gameId = playerToActiveGame[msg.sender];
function play(uint gameId, bytes32 encrMove) public isRegistered(gameId) returns (bool) {
GameState storage game = games[gameId];
// Basic sanity checks with explicit errors to help debugging
@@ -185,9 +148,8 @@ contract Game {
// ------------------------- Reveal ------------------------- //
modifier commitPhaseEnded() {
uint gameId = playerToActiveGame[msg.sender];
require(gameId != 0, "Player not in any active game");
modifier commitPhaseEnded(uint gameId) {
require(gameId != 0, "Invalid game ID");
require(
games[gameId].playerA.encrMove != bytes32(0) &&
games[gameId].playerB.encrMove != bytes32(0),
@@ -199,9 +161,9 @@ contract Game {
// Compare clear move given by the player with saved encrypted move.
// Return clear move upon success, 'Moves.None' otherwise.
function reveal(
uint gameId,
string memory clearMove
) public isRegistered commitPhaseEnded returns (Moves) {
uint gameId = playerToActiveGame[msg.sender];
) public isRegistered(gameId) commitPhaseEnded(gameId) returns (Moves) {
GameState storage game = games[gameId];
bytes32 encrMove = keccak256(abi.encodePacked(clearMove)); // Hash of clear input (= "move-password")
@@ -273,9 +235,8 @@ contract Game {
// ------------------------- Result ------------------------- //
modifier revealPhaseEnded() {
uint gameId = playerToActiveGame[msg.sender];
require(gameId != 0, "Player not in any active game");
modifier revealPhaseEnded(uint gameId) {
require(gameId != 0, "Invalid game ID");
require(
(games[gameId].playerA.move != Moves.None &&
games[gameId].playerB.move != Moves.None) ||
@@ -289,8 +250,7 @@ contract Game {
// Compute the outcome and pay the winner(s).
// Return the outcome.
function getOutcome() public revealPhaseEnded returns (Outcomes) {
uint gameId = playerToActiveGame[msg.sender];
function getOutcome(uint gameId) public revealPhaseEnded(gameId) returns (Outcomes) {
GameState storage game = games[gameId];
require(
@@ -302,9 +262,6 @@ contract Game {
address payable addrB = game.playerB.addr;
uint betPlayerA = game.initialBet;
// Move game to past games before resetting
pastGames.push(game);
// Reset and cleanup
resetGame(gameId); // Reset game before paying to avoid reentrancy attacks
pay(addrA, addrB, betPlayerA, game.outcome);
@@ -320,12 +277,12 @@ contract Game {
Outcomes outcome
) private {
if (outcome == Outcomes.PlayerA) {
addrA.transfer(address(this).balance);
addrA.transfer(betPlayerA * 2);
} else if (outcome == Outcomes.PlayerB) {
addrB.transfer(address(this).balance);
addrB.transfer(betPlayerA * 2);
} else {
addrA.transfer(betPlayerA);
addrB.transfer(address(this).balance);
addrB.transfer(betPlayerA);
}
}
@@ -333,14 +290,6 @@ contract Game {
function resetGame(uint gameId) private {
GameState storage game = games[gameId];
// Clear player mappings
if (game.playerA.addr != address(0x0)) {
playerToActiveGame[game.playerA.addr] = 0;
}
if (game.playerB.addr != address(0x0)) {
playerToActiveGame[game.playerB.addr] = 0;
}
// Mark game as inactive
game.isActive = false;
@@ -356,8 +305,7 @@ contract Game {
}
// Return player's ID in their active game
function whoAmI() public view returns (uint) {
uint gameId = playerToActiveGame[msg.sender];
function whoAmI(uint gameId) public view returns (uint) {
if (gameId == 0) {
return 0;
}
@@ -372,51 +320,8 @@ contract Game {
}
}
// Get the active game ID for the caller
function getMyActiveGameId() public view returns (uint) {
return playerToActiveGame[msg.sender];
}
// Return 'true' if both players have commited a move, 'false' otherwise.
function bothPlayed() public view returns (bool) {
uint gameId = playerToActiveGame[msg.sender];
if (gameId == 0) return false;
GameState storage game = games[gameId];
return (game.playerA.encrMove != bytes32(0) && game.playerB.encrMove != bytes32(0));
}
// Return 'true' if both players have revealed their move, 'false' otherwise.
function bothRevealed() public view returns (bool) {
uint gameId = playerToActiveGame[msg.sender];
if (gameId == 0) return false;
GameState storage game = games[gameId];
return (game.playerA.move != Moves.None &&
game.playerB.move != Moves.None);
}
// Return 'true' if player A has revealed their move, 'false' otherwise.
function playerARevealed() public view returns (bool) {
uint gameId = playerToActiveGame[msg.sender];
if (gameId == 0) return false;
GameState storage game = games[gameId];
return (game.playerA.move != Moves.None);
}
// Return 'true' if player B has revealed their move, 'false' otherwise.
function playerBRevealed() public view returns (bool) {
uint gameId = playerToActiveGame[msg.sender];
if (gameId == 0) return false;
GameState storage game = games[gameId];
return (game.playerB.move != Moves.None);
}
// Return time left before the end of the revelation phase.
function revealTimeLeft() public view returns (int) {
uint gameId = playerToActiveGame[msg.sender];
function revealTimeLeft(uint gameId) public view returns (int) {
if (gameId == 0) return int(REVEAL_TIMEOUT);
GameState storage game = games[gameId];
@@ -426,13 +331,6 @@ contract Game {
return int(REVEAL_TIMEOUT);
}
function getLastWinner() public view returns (Outcomes) {
uint gameId = playerToActiveGame[msg.sender];
if (gameId == 0) return Outcomes.None;
return games[gameId].outcome;
}
// ------------------------- Game Management ------------------------- //
// Get details of a specific game (for viewing any game)
@@ -442,21 +340,23 @@ contract Game {
public
view
returns (
address playerAAddr,
address playerBAddr,
Player memory playerA,
Player memory playerB,
uint initialBet,
Outcomes outcome,
bool isActive
bool isActive,
uint returnGameId
)
{
GameState storage game = games[gameId];
require(game.gameId != 0, "Game does not exist");
return (
game.playerA.addr,
game.playerB.addr,
game.playerA,
game.playerB,
game.initialBet,
game.outcome,
game.isActive
game.isActive,
game.gameId
);
}
@@ -483,32 +383,4 @@ contract Game {
return activeIds;
}
// Get number of past games
function getPastGamesCount() public view returns (uint) {
return pastGames.length;
}
// Get details of a past game by index
function getPastGame(
uint index
)
public
view
returns (
address playerAAddr,
address playerBAddr,
uint initialBet,
Outcomes outcome
)
{
require(index < pastGames.length, "Index out of bounds");
GameState storage game = pastGames[index];
return (
game.playerA.addr,
game.playerB.addr,
game.initialBet,
game.outcome
);
}
}

View File

@@ -1,31 +0,0 @@
// Specifies the version of Solidity, using semantic versioning.
// Learn more: https://solidity.readthedocs.io/en/v0.5.10/layout-of-source-files.html#pragma
pragma solidity >=0.7.3;
// Defines a contract named `HelloWorld`.
// A contract is a collection of functions and data (its state). Once deployed, a contract resides at a specific address on the Ethereum blockchain. Learn more: https://solidity.readthedocs.io/en/v0.5.10/structure-of-a-contract.html
contract HelloWorld {
//Emitted when update function is called
//Smart contract events are a way for your contract to communicate that something happened on the blockchain to your app front-end, which can be 'listening' for certain events and take action when they happen.
event UpdatedMessages(string oldStr, string newStr);
// Declares a state variable `message` of type `string`.
// State variables are variables whose values are permanently stored in contract storage. The keyword `public` makes variables accessible from outside a contract and creates a function that other contracts or clients can call to access the value.
string public message;
// Similar to many class-based object-oriented languages, a constructor is a special function that is only executed upon contract creation.
// Constructors are used to initialize the contract's data. Learn more:https://solidity.readthedocs.io/en/v0.5.10/contracts.html#constructors
constructor(string memory initMessage) {
// Accepts a string argument `initMessage` and sets the value into the contract's `message` storage variable).
message = initMessage;
}
// A public function that accepts a string argument and updates the `message` storage variable.
function update(string memory newMessage) public {
string memory oldMsg = message;
message = newMessage;
emit UpdatedMessages(oldMsg, newMessage);
}
}

View File

@@ -64,15 +64,6 @@ async function main() {
// Define contracts to deploy
const contractsToDeploy: ContractDeploymentConfig[] = [
{
name: "HelloWorld",
artifactPath: "testcontract.sol/HelloWorld.json",
deployArgs: ["Hello World!"],
configKeys: {
address: "CONTRACT_ADDRESS",
abi: "ABI"
}
},
{
name: "Game",
artifactPath: "Game.sol/Game.json",