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implement multi game mode and document it
This commit is contained in:
2
.gitignore
vendored
Normal file
2
.gitignore
vendored
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@@ -0,0 +1,2 @@
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.vscode/*
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*/.states/*
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@@ -1,6 +1,6 @@
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// SPDX-License-Identifier: MIT
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pragma solidity ^0.8.30;
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pragma solidity ^0.7.3;
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contract Game {
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uint public constant BET_MIN = 1e16; // The minimum bet (1 BLD)
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@@ -34,60 +34,124 @@ contract Game {
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Outcomes outcome;
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uint firstReveal;
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uint initialBet;
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uint gameId;
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bool isActive;
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}
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GameState private currentGame;
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// Mapping from player address to their active game ID
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mapping(address => uint) private playerToActiveGame;
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// Mapping from game ID to game state
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mapping(uint => GameState) private games;
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// Array to track all game IDs (for enumeration)
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uint[] private gameIds;
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// Counter for generating unique game IDs
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uint private nextGameId = 1;
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// Array to store completed games
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GameState[] private pastGames;
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GameState[] private activeGames;
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// ------------------------- Registration ------------------------- //
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modifier validBet() {
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modifier validBet(uint gameId) {
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require(msg.value >= BET_MIN, "Minimum bet not met");
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require(
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currentGame.initialBet == 0 || msg.value >= currentGame.initialBet,
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games[gameId].initialBet == 0 ||
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msg.value >= games[gameId].initialBet,
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"Bet value too low"
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);
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_;
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}
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modifier notAlreadyRegistered() {
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modifier notAlreadyInGame() {
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require(
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msg.sender != currentGame.playerA.addr &&
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msg.sender != currentGame.playerB.addr,
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"Player already registered"
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playerToActiveGame[msg.sender] == 0,
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"Player already in an active game"
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);
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_;
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}
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// Register a player.
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// Return player's ID upon successful registration.
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function register()
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// Register a player to an existing game or create a new game.
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// If gameId is 0, player will join or create the first available game.
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// Return player's ID and game ID upon successful registration.
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function register(
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uint gameId
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)
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public
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payable
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validBet
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notAlreadyRegistered
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returns (uint)
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validBet(gameId)
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notAlreadyInGame
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returns (uint playerId, uint returnGameId)
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{
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if (currentGame.playerA.addr == address(0x0)) {
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currentGame.playerA.addr = payable(msg.sender);
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currentGame.initialBet = msg.value;
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return 1;
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} else if (currentGame.playerB.addr == address(0x0)) {
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currentGame.playerB.addr = payable(msg.sender);
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return 2;
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// If gameId is 0, find an open game or create a new one
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if (gameId == 0) {
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gameId = findOrCreateGame();
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}
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return 0;
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require(games[gameId].isActive, "Game is not active");
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GameState storage game = games[gameId];
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if (game.playerA.addr == address(0x0)) {
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game.playerA.addr = payable(msg.sender);
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game.initialBet = msg.value;
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playerToActiveGame[msg.sender] = gameId;
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return (1, gameId);
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} else if (game.playerB.addr == address(0x0)) {
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require(
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msg.sender != game.playerA.addr,
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"Cannot play against yourself"
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);
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game.playerB.addr = payable(msg.sender);
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playerToActiveGame[msg.sender] = gameId;
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return (2, gameId);
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}
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revert("Game is full");
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}
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// Find an open game or create a new one
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function findOrCreateGame() private returns (uint) {
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// Look for a game with only one player
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for (uint i = 0; i < gameIds.length; i++) {
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uint gId = gameIds[i];
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GameState storage game = games[gId];
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if (
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game.isActive &&
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game.playerA.addr != address(0x0) &&
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game.playerB.addr == address(0x0)
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) {
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return gId;
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}
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}
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// No open game found, create a new one
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return createNewGame();
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}
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// Create a new game
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function createNewGame() private returns (uint) {
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uint gameId = nextGameId;
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nextGameId++;
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games[gameId].gameId = gameId;
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games[gameId].isActive = true;
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gameIds.push(gameId);
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return gameId;
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}
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// ------------------------- Commit ------------------------- //
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modifier isRegistered() {
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uint gameId = playerToActiveGame[msg.sender];
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require(gameId != 0, "Player not in any active game");
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require(
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msg.sender == currentGame.playerA.addr ||
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msg.sender == currentGame.playerB.addr,
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"Player not registered"
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msg.sender == games[gameId].playerA.addr ||
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msg.sender == games[gameId].playerB.addr,
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"Player not registered in this game"
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);
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_;
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}
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@@ -95,21 +159,24 @@ contract Game {
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// Save player's encrypted move. encrMove must be "<1|2|3>-password" hashed with sha256.
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// Return 'true' if move was valid, 'false' otherwise.
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function play(bytes32 encrMove) public isRegistered returns (bool) {
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uint gameId = playerToActiveGame[msg.sender];
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GameState storage game = games[gameId];
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// Basic sanity checks with explicit errors to help debugging
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require(encrMove != bytes32(0), "Encrypted move cannot be zero");
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// Ensure the caller hasn't already committed a move
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if (msg.sender == currentGame.playerA.addr) {
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if (msg.sender == game.playerA.addr) {
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require(
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currentGame.playerA.encrMove == bytes32(0),
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game.playerA.encrMove == bytes32(0),
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"Player A already committed"
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);
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currentGame.playerA.encrMove = encrMove;
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} else if (msg.sender == currentGame.playerB.addr) {
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game.playerA.encrMove = encrMove;
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} else if (msg.sender == game.playerB.addr) {
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require(
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currentGame.playerB.encrMove == bytes32(0),
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game.playerB.encrMove == bytes32(0),
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"Player B already committed"
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);
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currentGame.playerB.encrMove = encrMove;
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game.playerB.encrMove = encrMove;
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} else {
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revert("Caller not registered");
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}
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@@ -119,9 +186,11 @@ contract Game {
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// ------------------------- Reveal ------------------------- //
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modifier commitPhaseEnded() {
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uint gameId = playerToActiveGame[msg.sender];
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require(gameId != 0, "Player not in any active game");
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require(
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currentGame.playerA.encrMove != bytes32(0) &&
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currentGame.playerB.encrMove != bytes32(0),
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games[gameId].playerA.encrMove != bytes32(0) &&
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games[gameId].playerB.encrMove != bytes32(0),
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"Commit phase not ended"
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);
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_;
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@@ -132,6 +201,9 @@ contract Game {
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function reveal(
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string memory clearMove
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) public isRegistered commitPhaseEnded returns (Moves) {
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uint gameId = playerToActiveGame[msg.sender];
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GameState storage game = games[gameId];
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bytes32 encrMove = sha256(abi.encodePacked(clearMove)); // Hash of clear input (= "move-password")
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Moves move = Moves(getFirstChar(clearMove)); // Actual move (Rock / Paper / Scissors)
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@@ -140,22 +212,20 @@ contract Game {
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// If hashes match, clear move is saved
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if (
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msg.sender == currentGame.playerA.addr &&
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encrMove == currentGame.playerA.encrMove
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msg.sender == game.playerA.addr && encrMove == game.playerA.encrMove
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) {
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currentGame.playerA.move = move;
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game.playerA.move = move;
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} else if (
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msg.sender == currentGame.playerB.addr &&
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encrMove == currentGame.playerB.encrMove
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msg.sender == game.playerB.addr && encrMove == game.playerB.encrMove
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) {
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currentGame.playerB.move = move;
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game.playerB.move = move;
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} else {
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return Moves.None;
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}
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// Timer starts after first revelation from one of the player
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if (currentGame.firstReveal == 0) {
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currentGame.firstReveal = block.timestamp;
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if (game.firstReveal == 0) {
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game.firstReveal = block.timestamp;
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}
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return move;
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@@ -183,11 +253,14 @@ contract Game {
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// ------------------------- Result ------------------------- //
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modifier revealPhaseEnded() {
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uint gameId = playerToActiveGame[msg.sender];
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require(gameId != 0, "Player not in any active game");
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require(
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(currentGame.playerA.move != Moves.None &&
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currentGame.playerB.move != Moves.None) ||
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(currentGame.firstReveal != 0 &&
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block.timestamp > currentGame.firstReveal + REVEAL_TIMEOUT),
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(games[gameId].playerA.move != Moves.None &&
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games[gameId].playerB.move != Moves.None) ||
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(games[gameId].firstReveal != 0 &&
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block.timestamp >
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games[gameId].firstReveal + REVEAL_TIMEOUT),
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"Reveal phase not ended"
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);
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_;
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@@ -196,25 +269,24 @@ contract Game {
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// Compute the outcome and pay the winner(s).
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// Return the outcome.
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function getOutcome() public revealPhaseEnded returns (Outcomes) {
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uint gameId = playerToActiveGame[msg.sender];
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GameState storage game = games[gameId];
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// Only calculate outcome once
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require(
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currentGame.outcome == Outcomes.None,
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"Outcome already determined"
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);
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require(game.outcome == Outcomes.None, "Outcome already determined");
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Outcomes outcome;
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if (currentGame.playerA.move == currentGame.playerB.move) {
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if (game.playerA.move == game.playerB.move) {
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outcome = Outcomes.Draw;
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} else if (
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(currentGame.playerA.move == Moves.Rock &&
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currentGame.playerB.move == Moves.Scissors) ||
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(currentGame.playerA.move == Moves.Paper &&
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currentGame.playerB.move == Moves.Rock) ||
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(currentGame.playerA.move == Moves.Scissors &&
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currentGame.playerB.move == Moves.Paper) ||
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(currentGame.playerA.move != Moves.None &&
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currentGame.playerB.move == Moves.None)
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(game.playerA.move == Moves.Rock &&
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game.playerB.move == Moves.Scissors) ||
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(game.playerA.move == Moves.Paper &&
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game.playerB.move == Moves.Rock) ||
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(game.playerA.move == Moves.Scissors &&
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game.playerB.move == Moves.Paper) ||
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(game.playerA.move != Moves.None && game.playerB.move == Moves.None)
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) {
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outcome = Outcomes.PlayerA;
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} else {
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@@ -222,12 +294,17 @@ contract Game {
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}
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// Store the outcome permanently before resetting
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currentGame.outcome = outcome;
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game.outcome = outcome;
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address payable addrA = currentGame.playerA.addr;
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address payable addrB = currentGame.playerB.addr;
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uint betPlayerA = currentGame.initialBet;
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reset(); // Reset game before paying to avoid reentrancy attacks
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address payable addrA = game.playerA.addr;
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address payable addrB = game.playerB.addr;
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uint betPlayerA = game.initialBet;
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// Move game to past games before resetting
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pastGames.push(game);
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// Reset and cleanup
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resetGame(gameId); // Reset game before paying to avoid reentrancy attacks
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pay(addrA, addrB, betPlayerA, outcome);
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return outcome;
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@@ -240,31 +317,33 @@ contract Game {
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uint betPlayerA,
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Outcomes outcome
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) private {
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// Uncomment lines below if you need to adjust the gas limit
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if (outcome == Outcomes.PlayerA) {
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addrA.transfer(address(this).balance);
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// addrA.call.value(address(this).balance).gas(1000000)("");
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} else if (outcome == Outcomes.PlayerB) {
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addrB.transfer(address(this).balance);
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// addrB.call.value(address(this).balance).gas(1000000)("");
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} else {
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addrA.transfer(betPlayerA);
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addrB.transfer(address(this).balance);
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// addrA.call.value(betPlayerA).gas(1000000)("");
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// addrB.call.value(address(this).balance).gas(1000000)("");
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}
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}
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// Reset the game.
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function reset() private {
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currentGame.initialBet = 0;
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currentGame.firstReveal = 0;
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currentGame.playerA.addr = payable(address(0x0));
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currentGame.playerB.addr = payable(address(0x0));
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currentGame.playerA.encrMove = 0x0;
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currentGame.playerB.encrMove = 0x0;
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currentGame.playerA.move = Moves.None;
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currentGame.playerB.move = Moves.None;
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// Reset a specific game.
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function resetGame(uint gameId) private {
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GameState storage game = games[gameId];
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// Clear player mappings
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if (game.playerA.addr != address(0x0)) {
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playerToActiveGame[game.playerA.addr] = 0;
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}
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if (game.playerB.addr != address(0x0)) {
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playerToActiveGame[game.playerB.addr] = 0;
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}
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// Mark game as inactive
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game.isActive = false;
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// Note: We keep the game data in the mapping for reference
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// but players are now free to join other games
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}
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// ------------------------- Helpers ------------------------- //
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@@ -274,51 +353,160 @@ contract Game {
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return address(this).balance;
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}
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// Return player's ID
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// Return player's ID in their active game
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function whoAmI() public view returns (uint) {
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if (msg.sender == currentGame.playerA.addr) {
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uint gameId = playerToActiveGame[msg.sender];
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if (gameId == 0) {
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return 0;
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}
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GameState storage game = games[gameId];
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if (msg.sender == game.playerA.addr) {
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return 1;
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} else if (msg.sender == currentGame.playerB.addr) {
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} else if (msg.sender == game.playerB.addr) {
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return 2;
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} else {
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return 0;
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}
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}
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// Get the active game ID for the caller
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function getMyActiveGameId() public view returns (uint) {
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return playerToActiveGame[msg.sender];
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}
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// Return 'true' if both players have commited a move, 'false' otherwise.
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function bothPlayed() public view returns (bool) {
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return (currentGame.playerA.encrMove != 0x0 &&
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currentGame.playerB.encrMove != 0x0);
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uint gameId = playerToActiveGame[msg.sender];
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if (gameId == 0) return false;
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GameState storage game = games[gameId];
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return (game.playerA.encrMove != 0x0 && game.playerB.encrMove != 0x0);
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}
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// Return 'true' if both players have revealed their move, 'false' otherwise.
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function bothRevealed() public view returns (bool) {
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return (currentGame.playerA.move != Moves.None &&
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currentGame.playerB.move != Moves.None);
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uint gameId = playerToActiveGame[msg.sender];
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if (gameId == 0) return false;
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GameState storage game = games[gameId];
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return (game.playerA.move != Moves.None &&
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game.playerB.move != Moves.None);
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}
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// Return 'true' if player A has revealed their move, 'false' otherwise.
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function playerARevealed() public view returns (bool) {
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return (currentGame.playerA.move != Moves.None);
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uint gameId = playerToActiveGame[msg.sender];
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if (gameId == 0) return false;
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GameState storage game = games[gameId];
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return (game.playerA.move != Moves.None);
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}
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// Return 'true' if player B has revealed their move, 'false' otherwise.
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function playerBRevealed() public view returns (bool) {
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return (currentGame.playerB.move != Moves.None);
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uint gameId = playerToActiveGame[msg.sender];
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if (gameId == 0) return false;
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GameState storage game = games[gameId];
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return (game.playerB.move != Moves.None);
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}
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// Return time left before the end of the revelation phase.
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function revealTimeLeft() public view returns (int) {
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if (currentGame.firstReveal != 0) {
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return
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int(
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(currentGame.firstReveal + REVEAL_TIMEOUT) - block.timestamp
|
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);
|
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uint gameId = playerToActiveGame[msg.sender];
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if (gameId == 0) return int(REVEAL_TIMEOUT);
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GameState storage game = games[gameId];
|
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if (game.firstReveal != 0) {
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return int((game.firstReveal + REVEAL_TIMEOUT) - block.timestamp);
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}
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return int(REVEAL_TIMEOUT);
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}
|
||||
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||||
function getLastWinner() public view returns (Outcomes) {
|
||||
return currentGame.outcome;
|
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uint gameId = playerToActiveGame[msg.sender];
|
||||
if (gameId == 0) return Outcomes.None;
|
||||
|
||||
return games[gameId].outcome;
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||||
}
|
||||
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||||
// ------------------------- Game Management ------------------------- //
|
||||
|
||||
// Get details of a specific game (for viewing any game)
|
||||
function getGameDetails(
|
||||
uint gameId
|
||||
)
|
||||
public
|
||||
view
|
||||
returns (
|
||||
address playerAAddr,
|
||||
address playerBAddr,
|
||||
uint initialBet,
|
||||
Outcomes outcome,
|
||||
bool isActive
|
||||
)
|
||||
{
|
||||
GameState storage game = games[gameId];
|
||||
require(game.gameId != 0, "Game does not exist");
|
||||
return (
|
||||
game.playerA.addr,
|
||||
game.playerB.addr,
|
||||
game.initialBet,
|
||||
game.outcome,
|
||||
game.isActive
|
||||
);
|
||||
}
|
||||
|
||||
// Get all active game IDs
|
||||
function getActiveGameIds() public view returns (uint[] memory) {
|
||||
uint activeCount = 0;
|
||||
|
||||
// Count active games
|
||||
for (uint i = 0; i < gameIds.length; i++) {
|
||||
if (games[gameIds[i]].isActive) {
|
||||
activeCount++;
|
||||
}
|
||||
}
|
||||
|
||||
// Build array of active game IDs
|
||||
uint[] memory activeIds = new uint[](activeCount);
|
||||
uint index = 0;
|
||||
for (uint i = 0; i < gameIds.length; i++) {
|
||||
if (games[gameIds[i]].isActive) {
|
||||
activeIds[index] = gameIds[i];
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
168
docs/MULTI_GAME_IMPLEMENTATION.md
Normal file
168
docs/MULTI_GAME_IMPLEMENTATION.md
Normal file
@@ -0,0 +1,168 @@
|
||||
# Multi-Game Implementation Summary
|
||||
|
||||

|
||||
|
||||
## Overview
|
||||
|
||||
The Game smart contract has been updated to support multiple concurrent games. Each player can participate in only one active game at a time, and games are identified by unique game IDs and tracked by player addresses.
|
||||
|
||||
## Key Changes
|
||||
|
||||
### 1. Data Structure Updates
|
||||
|
||||
**Previous Structure:**
|
||||
|
||||
- Single `currentGame` variable
|
||||
|
||||
**New Structure:**
|
||||
|
||||
See [Data Structure Diagram](data-structure-diagram.md) for visual representation.
|
||||
|
||||
```solidity
|
||||
// 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;
|
||||
|
||||
// Array to track all game IDs (for enumeration)
|
||||
uint[] private gameIds;
|
||||
|
||||
// Counter for generating unique game IDs
|
||||
uint private nextGameId = 1;
|
||||
|
||||
// Array to store completed games
|
||||
GameState[] private pastGames;
|
||||
```
|
||||
|
||||
**GameState struct updated with:**
|
||||
|
||||
- `uint gameId` - Unique identifier for each game
|
||||
- `bool isActive` - Flag to track if game is currently active
|
||||
|
||||
### 2. Registration System
|
||||
|
||||
**New `register(uint gameId)` function:**
|
||||
|
||||
- If `gameId = 0`: Automatically finds an open game or creates a new one
|
||||
- If `gameId > 0`: Joins the specified game (if valid and has space)
|
||||
- Returns both player ID (1 or 2) and the game ID
|
||||
- Enforces one active game per address
|
||||
|
||||
**Helper functions:**
|
||||
|
||||
- `findOrCreateGame()` - Finds a game with one player or creates new game
|
||||
- `createNewGame()` - Creates a new game with unique ID
|
||||
|
||||
### 3. Game Flow Updates
|
||||
|
||||
All game functions now work with the player's active game:
|
||||
|
||||
- **`play(bytes32 encrMove)`** - Commits move to player's active game
|
||||
- **`reveal(string memory clearMove)`** - Reveals move in player's active game
|
||||
- **`getOutcome()`** - Calculates outcome for player's active game
|
||||
|
||||
### 4. Game Lifecycle
|
||||
|
||||
**Active Games:**
|
||||
|
||||
- Players are automatically assigned to their active game via `playerToActiveGame` mapping
|
||||
- All modifiers check the player's active game ID
|
||||
|
||||
**Game Completion:**
|
||||
|
||||
- When `getOutcome()` is called:
|
||||
1. Game outcome is calculated
|
||||
2. Game is moved to `pastGames` array
|
||||
3. `resetGame()` clears player mappings and marks game as inactive
|
||||
4. Winners are paid
|
||||
5. Players are free to join new games
|
||||
|
||||
### 5. New Helper Functions
|
||||
|
||||
**Game Management:**
|
||||
|
||||
- `getMyActiveGameId()` - Returns caller's active game ID
|
||||
- `getGameDetails(uint gameId)` - View any game's details
|
||||
- `getActiveGameIds()` - Returns array of all active game IDs
|
||||
- `getPastGamesCount()` - Returns number of completed games
|
||||
- `getPastGame(uint index)` - Returns details of a past game
|
||||
|
||||
**Updated Helper Functions:**
|
||||
All existing helper functions now operate on the caller's active game:
|
||||
|
||||
- `whoAmI()` - Returns player ID in their active game
|
||||
- `bothPlayed()` - Checks if both players committed in caller's game
|
||||
- `bothRevealed()` - Checks if both players revealed in caller's game
|
||||
- `playerARevealed()` - Check player A status in caller's game
|
||||
- `playerBRevealed()` - Check player B status in caller's game
|
||||
- `revealTimeLeft()` - Time remaining in caller's game
|
||||
- `getLastWinner()` - Outcome of caller's game
|
||||
|
||||
## Usage Examples
|
||||
|
||||
### Example 1: Auto-join or create game
|
||||
|
||||
```solidity
|
||||
// Player registers with gameId = 0 to auto-find/create game
|
||||
(uint playerId, uint gameId) = game.register{value: 0.01 ether}(0);
|
||||
// Returns: (1, 1) if creating new game, or (2, X) if joining existing game
|
||||
```
|
||||
|
||||
### Example 2: Join specific game
|
||||
|
||||
```solidity
|
||||
// Player joins game ID 5
|
||||
(uint playerId, uint gameId) = game.register{value: 0.01 ether}(5);
|
||||
// Returns: (2, 5) if successful
|
||||
```
|
||||
|
||||
### Example 3: Query active games
|
||||
|
||||
```solidity
|
||||
// Get all active game IDs
|
||||
uint[] memory activeGames = game.getActiveGameIds();
|
||||
|
||||
// Check details of a specific game
|
||||
(address playerA, address playerB, uint bet, Outcomes outcome, bool isActive)
|
||||
= game.getGameDetails(gameId);
|
||||
```
|
||||
|
||||
### Example 4: View game history
|
||||
|
||||
```solidity
|
||||
// Get number of completed games
|
||||
uint totalPastGames = game.getPastGamesCount();
|
||||
|
||||
// Get details of a specific past game
|
||||
(address playerA, address playerB, uint bet, Outcomes outcome)
|
||||
= game.getPastGame(0);
|
||||
```
|
||||
|
||||
## Benefits
|
||||
|
||||
1. **Concurrent Games**: Multiple games can run simultaneously
|
||||
2. **Player Isolation**: Each player can only be in one game at a time
|
||||
3. **Game Tracking**: All games are tracked with unique IDs
|
||||
4. **History**: Completed games are preserved in `pastGames`
|
||||
5. **Flexibility**: Players can auto-join available games or specify game IDs
|
||||
6. **Backwards Compatible**: Existing game flow (commit-reveal-outcome) unchanged
|
||||
|
||||
## Security Considerations
|
||||
|
||||
1. **Reentrancy Protection**: Payment happens after game state is reset
|
||||
2. **One Game Per Address**: Enforced via `notAlreadyInGame` modifier
|
||||
3. **Game Isolation**: Players can only interact with their active game
|
||||
4. **State Consistency**: Game marked inactive before clearing mappings
|
||||
|
||||
## Migration Notes
|
||||
|
||||
**Breaking Changes:**
|
||||
|
||||
- `register()` now returns `(uint playerId, uint gameId)` instead of just `uint playerId`
|
||||
- `register()` now requires a `uint gameId` parameter (use 0 for auto-join)
|
||||
|
||||
**Non-Breaking:**
|
||||
|
||||
- All other function signatures remain the same
|
||||
- Existing game flow unchanged
|
||||
257
docs/data-structure-diagram.md
Normal file
257
docs/data-structure-diagram.md
Normal file
@@ -0,0 +1,257 @@
|
||||
# Game Contract Data Structure Diagram
|
||||
|
||||
## Overview
|
||||
|
||||
This diagram illustrates how the Game contract manages multiple concurrent games using mappings and arrays.
|
||||
|
||||
## Data Structure Visualization
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────────────────────┐
|
||||
│ GAME CONTRACT STATE │
|
||||
└─────────────────────────────────────────────────────────────────────────────┘
|
||||
|
||||
┌─────────────────────────────────────────────────────────────────────────────┐
|
||||
│ 1. playerToActiveGame (mapping: address => uint) │
|
||||
│ Maps each player address to their active game ID │
|
||||
├─────────────────────────────────────────────────────────────────────────────┤
|
||||
│ │
|
||||
│ Player Address → Game ID │
|
||||
│ ┌──────────────────┐ ┌───────┐ │
|
||||
│ │ 0xABC...123 │ ──────→ │ 1 │ │
|
||||
│ └──────────────────┘ └───────┘ │
|
||||
│ │
|
||||
│ ┌──────────────────┐ ┌───────┐ │
|
||||
│ │ 0xDEF...456 │ ──────→ │ 1 │ (same game) │
|
||||
│ └──────────────────┘ └───────┘ │
|
||||
│ │
|
||||
│ ┌──────────────────┐ ┌───────┐ │
|
||||
│ │ 0xGHI...789 │ ──────→ │ 2 │ │
|
||||
│ └──────────────────┘ └───────┘ │
|
||||
│ │
|
||||
│ ┌──────────────────┐ ┌───────┐ │
|
||||
│ │ 0xJKL...012 │ ──────→ │ 0 │ (no active game) │
|
||||
│ └──────────────────┘ └───────┘ │
|
||||
└─────────────────────────────────────────────────────────────────────────────┘
|
||||
|
||||
┌─────────────────────────────────────────────────────────────────────────────┐
|
||||
│ 2. games (mapping: uint => GameState) │
|
||||
│ Maps game ID to the complete game state │
|
||||
├─────────────────────────────────────────────────────────────────────────────┤
|
||||
│ │
|
||||
│ Game ID Game State │
|
||||
│ ┌───────┐ ┌────────────────────────────────────┐ │
|
||||
│ │ 1 │ ───────────→ │ GameState { │ │
|
||||
│ └───────┘ │ gameId: 1 │ │
|
||||
│ │ isActive: true │ │
|
||||
│ │ playerA: { │ │
|
||||
│ │ addr: 0xABC...123 │ │
|
||||
│ │ bet: 0.01 ETH │ │
|
||||
│ │ encrMove: 0x4f2a... │ │
|
||||
│ │ move: Rock │ │
|
||||
│ │ } │ │
|
||||
│ │ playerB: { │ │
|
||||
│ │ addr: 0xDEF...456 │ │
|
||||
│ │ bet: 0.01 ETH │ │
|
||||
│ │ encrMove: 0x8b3c... │ │
|
||||
│ │ move: Paper │ │
|
||||
│ │ } │ │
|
||||
│ │ outcome: PlayerB │ │
|
||||
│ │ firstReveal: 1699876543 │ │
|
||||
│ │ initialBet: 0.01 ETH │ │
|
||||
│ │ } │ │
|
||||
│ └────────────────────────────────────┘ │
|
||||
│ │
|
||||
│ ┌───────┐ ┌────────────────────────────────────┐ │
|
||||
│ │ 2 │ ───────────→ │ GameState { │ │
|
||||
│ └───────┘ │ gameId: 2 │ │
|
||||
│ │ isActive: true │ │
|
||||
│ │ playerA: { addr: 0xGHI...789 } │ │
|
||||
│ │ playerB: { addr: 0x000...000 } │ │
|
||||
│ │ outcome: None │ │
|
||||
│ │ ... │ │
|
||||
│ │ } │ │
|
||||
│ └────────────────────────────────────┘ │
|
||||
└─────────────────────────────────────────────────────────────────────────────┘
|
||||
|
||||
┌─────────────────────────────────────────────────────────────────────────────┐
|
||||
│ 3. gameIds (array: uint[]) │
|
||||
│ Tracks all game IDs for enumeration │
|
||||
├─────────────────────────────────────────────────────────────────────────────┤
|
||||
│ │
|
||||
│ Index: 0 1 2 3 4 │
|
||||
│ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ │
|
||||
│ Value: │ 1 │ │ 2 │ │ 3 │ │ 4 │ │ 5 │ ... │
|
||||
│ └───┘ └───┘ └───┘ └───┘ └───┘ │
|
||||
│ │
|
||||
│ Used to iterate over all games (active and inactive) │
|
||||
└─────────────────────────────────────────────────────────────────────────────┘
|
||||
|
||||
┌─────────────────────────────────────────────────────────────────────────────┐
|
||||
│ 4. pastGames (array: GameState[]) │
|
||||
│ Stores completed games for historical reference │
|
||||
├─────────────────────────────────────────────────────────────────────────────┤
|
||||
│ │
|
||||
│ Index: 0 1 │
|
||||
│ ┌─────────────────────┐ ┌─────────────────────┐ │
|
||||
│ │ GameState { │ │ GameState { │ │
|
||||
│ │ gameId: 1 │ │ gameId: 3 │ │
|
||||
│ │ isActive: false │ │ isActive: false │ │
|
||||
│ │ playerA: ... │ │ playerA: ... │ │
|
||||
│ │ playerB: ... │ │ playerB: ... │ │
|
||||
│ │ outcome: PlayerB │ │ outcome: Draw │ │
|
||||
│ │ } │ │ } │ │
|
||||
│ └─────────────────────┘ └─────────────────────┘ │
|
||||
│ │
|
||||
│ Grows as games are completed via getOutcome() │
|
||||
└─────────────────────────────────────────────────────────────────────────────┘
|
||||
|
||||
┌─────────────────────────────────────────────────────────────────────────────┐
|
||||
│ 5. nextGameId (uint counter) │
|
||||
│ Auto-incrementing counter for unique game IDs │
|
||||
├─────────────────────────────────────────────────────────────────────────────┤
|
||||
│ │
|
||||
│ Current Value: 6 ──→ Next game created will have ID = 6 │
|
||||
│ │
|
||||
│ Increments with each new game: createNewGame() │
|
||||
└─────────────────────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
## Flow Diagram: Player Lifecycle
|
||||
|
||||
```
|
||||
┌──────────────────────────────────────────────────────────────────────────┐
|
||||
│ PLAYER GAME LIFECYCLE │
|
||||
└──────────────────────────────────────────────────────────────────────────┘
|
||||
|
||||
Player: 0xABC...123
|
||||
│
|
||||
│ register(0)
|
||||
↓
|
||||
┌─────────────────────────────────────┐
|
||||
│ 1. Check playerToActiveGame │
|
||||
│ 0xABC...123 → 0 (not in game) │
|
||||
└─────────────────────────────────────┘
|
||||
│
|
||||
↓
|
||||
┌─────────────────────────────────────┐
|
||||
│ 2. findOrCreateGame() │
|
||||
│ - Search for open game │
|
||||
│ - Or create new game ID: 1 │
|
||||
└─────────────────────────────────────┘
|
||||
│
|
||||
↓
|
||||
┌─────────────────────────────────────┐
|
||||
│ 3. Update mappings │
|
||||
│ playerToActiveGame[0xABC] = 1 │
|
||||
│ games[1].playerA = 0xABC...123 │
|
||||
│ games[1].isActive = true │
|
||||
│ gameIds.push(1) │
|
||||
└─────────────────────────────────────┘
|
||||
│
|
||||
│ play(encrMove) → reveal(clearMove)
|
||||
↓
|
||||
┌─────────────────────────────────────┐
|
||||
│ 4. Game progresses │
|
||||
│ Both players commit & reveal │
|
||||
└─────────────────────────────────────┘
|
||||
│
|
||||
│ getOutcome()
|
||||
↓
|
||||
┌─────────────────────────────────────┐
|
||||
│ 5. Game completion │
|
||||
│ - Calculate winner │
|
||||
│ - pastGames.push(games[1]) │
|
||||
│ - playerToActiveGame[0xABC] = 0 │
|
||||
│ - playerToActiveGame[0xDEF] = 0 │
|
||||
│ - games[1].isActive = false │
|
||||
│ - Pay winners │
|
||||
└─────────────────────────────────────┘
|
||||
│
|
||||
↓
|
||||
Player can register for new game
|
||||
```
|
||||
|
||||
## Relationship Diagram
|
||||
|
||||
```
|
||||
┌───────────────────────────────┐
|
||||
│ Player Addresses │
|
||||
│ (External participants) │
|
||||
└──────────────┬────────────────┘
|
||||
│
|
||||
playerToActiveGame
|
||||
│ (mapping)
|
||||
↓
|
||||
┌───────────────────────────────┐
|
||||
│ Game IDs │
|
||||
│ (1, 2, 3, 4, 5...) │
|
||||
└──────────────┬────────────────┘
|
||||
│
|
||||
│
|
||||
┌──────────────┴────────────────┐
|
||||
│ │
|
||||
games (mapping) gameIds (array)
|
||||
│ │
|
||||
↓ ↓
|
||||
┌─────────────────────┐ ┌────────────────┐
|
||||
│ GameState Objects │ │ For iteration │
|
||||
│ - Player data │ │ over all games│
|
||||
│ - Moves │ └────────────────┘
|
||||
│ - Outcomes │
|
||||
│ - isActive flag │
|
||||
└──────────┬──────────┘
|
||||
│
|
||||
When game completes (isActive = false)
|
||||
│
|
||||
↓
|
||||
┌──────────────────────┐
|
||||
│ pastGames array │
|
||||
│ (Historical record) │
|
||||
└──────────────────────┘
|
||||
```
|
||||
|
||||
## Key Relationships
|
||||
|
||||
1. **playerToActiveGame → games**:
|
||||
|
||||
- A player's address maps to a game ID
|
||||
- That game ID is used to access the full game state in `games` mapping
|
||||
|
||||
2. **gameIds array**:
|
||||
|
||||
- Maintains list of all game IDs ever created
|
||||
- Enables iteration over games (e.g., `getActiveGameIds()`)
|
||||
- Never removes entries, only marks games inactive
|
||||
|
||||
3. **pastGames array**:
|
||||
|
||||
- Snapshot of completed games
|
||||
- Grows with each completed game
|
||||
- Provides historical game data
|
||||
|
||||
4. **nextGameId counter**:
|
||||
- Ensures unique game IDs
|
||||
- Increments with each new game
|
||||
- Never resets, preventing ID collisions
|
||||
|
||||
## Data Flow Example: Two Players Join Game
|
||||
|
||||
```
|
||||
Step 1: Player A registers
|
||||
playerToActiveGame[PlayerA] = 0 → 1
|
||||
games[1] = { playerA: PlayerA, playerB: null, isActive: true }
|
||||
gameIds = [1]
|
||||
|
||||
Step 2: Player B joins same game
|
||||
playerToActiveGame[PlayerB] = 0 → 1
|
||||
games[1] = { playerA: PlayerA, playerB: PlayerB, isActive: true }
|
||||
gameIds = [1] (unchanged)
|
||||
|
||||
Step 3: Game completes
|
||||
pastGames.push(games[1]) → pastGames[0] = games[1]
|
||||
playerToActiveGame[PlayerA] = 1 → 0
|
||||
playerToActiveGame[PlayerB] = 1 → 0
|
||||
games[1].isActive = true → false
|
||||
gameIds = [1] (unchanged, but game is inactive)
|
||||
```
|
||||
BIN
docs/res/Gameloop.jpg
Normal file
BIN
docs/res/Gameloop.jpg
Normal file
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After Width: | Height: | Size: 442 KiB |
Reference in New Issue
Block a user