implement multi game mode and document it

This commit is contained in:
SamKry
2025-11-14 20:44:58 +01:00
parent 37bce9cb5d
commit 50d4fe7956
5 changed files with 709 additions and 94 deletions

View File

@@ -0,0 +1,168 @@
# Multi-Game Implementation Summary
![Image of Game Loop](res/Gameloop.jpg)
## 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

View 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

Binary file not shown.

After

Width:  |  Height:  |  Size: 442 KiB